Three Skills

Post » Fri Jun 11, 2010 1:15 pm

Bumping due to thread falling past the third page, allowing me to post in order to bring it forward once after several days.

I still find it strange that many people would rather have 21 skills instead of three skills and 29ish massive perk trees. If I called it three classes and 29 skills would the reactions be different? A name is just a name, that shouldn't be why everyone hates my idea, but i can't help but feel that way. I feel that my system would allow for a much more interesting way to view your progression in a skill, by replacing the spread sheet with a constalation.

Im not even sugesting changing the core game, at all really. Perk tree's would grow just as skills do now, just the name is different, and there would be a much more visual representation of the skills. The idea mainly is about upgrading senergy and increasing the options that would help make characters more unique, even if they fight with the same sword.
User avatar
QuinDINGDONGcey
 
Posts: 3369
Joined: Mon Jul 23, 2007 4:11 pm

Post » Fri Jun 11, 2010 11:35 am

A very interesting read. Most people don't agree with you for the following reason, we are still hung up on the ridiculous notion that more is better. It isn't. People don't like feeling that they are getting less bang for their buck and I can tell half the people on this thread have, without reading the post in it's entirity, have jumped up and said "How dare you take away my thousands and thousands of options".

When in effect you're not. the only three major skills you use in these types of games are Combat, Stealth and Magic anyways so why are people complaining. ?

I think I want this now just because everyone else doesn't.
User avatar
Guinevere Wood
 
Posts: 3368
Joined: Mon Dec 04, 2006 3:06 pm

Post » Fri Jun 11, 2010 9:47 am

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? Should I know how to use a sword because I use an axe a lot? Uh, yes? Combat with weapons is different, but many of the basic ideas are the same. You gain combat experience, no matter what you use. You learn to read your enemy and anticipate their moves, no matter what weapon you are holding. It then becomes more dependent on what weapon you are using when you react to your enemy. You're reaction will vary. A hand to hand fighter will dodge, while a fighter with a sword in one hand and a shield in the other will use the shield to block and then counter with the sword. You need a skill for that, when it can easily be represented in the game? Infact, it all ready is in the game. The player themselves learns that, do we need a number to show that the character does too? Perks can easily then go further in depth, showing that you learned the tricks of the trade with each and every type of weapon.

Magic. Magic is the general term used for the channeling of raw energy into effects that can be experienced in the physical world. Is there a different way to channel things to get different effects? It could be interpreted that way, but it also can easily be taken the other way as well. The magic skill would show how well you are at channeling magic in general. Before the effect can be stamped on, you have to be able to channel it. The better you are at channeling magicka, the better you will be at handling magic in general. Perks could then come into play, showing if you are better at using the destruction effect rather than the restoration. Wouldn't your knowledge with destruction magic help you get a handle on restoration spells? Both are the channeling of magic into effects that are seen and experienced in the physical world, wouldn't being good at one help in learning the other?

Stealth. Using the shadows to get where you want to go and take what you want to take. Pretty much a standalone skill as it is. Infact, it’s all ready in game, not much reason for me to explain why it can stand alone. The only thing that could be added here is speechcraft. Stealth does not only use shadows, using other things to not stand out. Clothes to help you blend in, being able to talk your way out of confrontation or how to talk in order to gain info. Perks could help you become an even better talker than being a stealthy character would give you, giving you unique dialogue options you wouldn’t have otherwise.


Now for the wildcards.

First off, why is lock-picking even a skill? Every single lock in the world is the same damn thing. Once you figure out how to pick one, you can pick every other one like it. There is no skill picking a lock, it only takes the smarts to know what it takes to pick it. If there were different locks, it could then be considered a skill. You would need to figure out on the fly which kind of lock it is, and what it takes to get past it. If you run into one you've never seen before, your skill would help you get past this new one.

But still, if locks were different, it could still be placed in the sneak skill. Scratch that, it would be all but ignored. Why you ask? In game representation. In oblivion, it wasn't the skill opening the box, it was the player. Once the player got the learning curve, it didn't matter what kind of lock it was. Now, Fallout 3 used a system that blocked those without a high enough skill to even try. That should not be used. My character vary well is going to at least try. What if he gets lucky? What should be used is a system that effects the mini-game, based on our your stealth skill. Why stealth? For one, a stealth character is going to have steady hands. They're used to staying calm in the dark, stalking their pray. That steadiness increases as the skill increases, so why should they suddenly be nervous when picking a lock?

Enchanting. The channeling of raw energy into an item, instead of the outside physical world. Channeling magicka is all ready handled with the magic skill. Why have two? Perks could easily be used to show you getting better with that specific task, such as having a better efficiency in taking the souls from the soul gems and transfusing it to the item.

Crafting? Why should that even a skill? Unless we have the ability to make our own totally unique items, while not being restricted to what the devs come up with, it shouldn’t even be considered. Armorer, smithing, and alchemy are the same. Anyone can cook if they have the directions infront of them. Some perk trees could easily handle these things. The first perk would allow you to do these odd jobs and could be taken at any time, and then the tree would branch out in the different ways one could specialize.

Athletics…are you really simply running around in game just for the sake of running around? This can easily be tied into things like strength and endurance, you’ll get stronger when fighting which increases both muscle mass and endurance which are the main parts of running, with a small perk tree which would be given automatically that would allow for simple increases such as better running form for more efficiency or speed.

Light and Heavy armor are last. They deal with combat. If you’re in heavy, you’re not going to be able to move that fast. Light helps you move a little faster, but still protects vital spots. No armor lets you be the fastest, but you don’t have anything protecting you. Perk tree's in each of these three sub-categories could easily show your specialization with them. Combat in general would help you react to an opponent, and your armor would help cover you when you slip up. The perks would show you getting better at moving in a specific armor, but the combat skill in general would show your ability to move in order to use your armor to glance blows and negate attacks that you couldn’t dodge or block yourself.

As for leveling. Each main perk tree would have a straight line down the middle of 100 stars. These one hundred stars would represent each level, from 1 to one hundred and would surve the same perpose the skills have now. These would be gained automatically as you use the skill, just like it is now, it would mearly be represented more artistically. Branches of the tree would break off at the specific level you would gain access to them. Such as an ability to swim perk branch off at level 25 for athletics. When your character themselves level up, they'd get to choose one branch perk for every 3 main skill perks they get for that skill. Get three longsword perk levels, you'd get to choose one branch perk for the longsword. Get 5 perk levels, you'd get to choose one branch perk, but then two level perks would transfur, meaning you'd only need to get 1 perk level next time to choose another branch perk.

As for the menu, You would see the three skills up at the top of your menu screen grouped together. You'd see the name, number the skill is at, and then a bar next to the number showing how long it will take till you level up again. After a small break, you would get a list of all the perk trees, spread sheet style. Same format; name, number, bar to show how much till you're next level up. You could then scroll through the perk tree names, and after clicking on a name it would switch to the heavens picture we'll be getting for Skyrim. You'd see the tree with all the stars, and you could look over what you have and what you can get. Star's that you don't have will remain dark, leaving you to wonder what they will be.

There you have it. Skills could be reduced to three, and still function. Best part is, none of this has anything to do with an rpg game in the slightest! So getting fewer, would infact not reduce your rpging experience. So using that argument is not valid, because skills have little to nothing to do with the role. Sorry for all the reading you have to do, but it needed to be done. If you read everying to this part, thanks. If you didn’t, instead just skimming to the bottom, don’t flame me or anyone else. You can disagree with me, but make it factual, and give a reason why I’m wrong. Don’t just call me stupid. All I really did was change the name from skills to perk tree's, the function itself would be the same, only allowing for more uniqueness. I also made it so a master of say longswords wouldn't be as skilled as a child when it came to using an axe, that's just silly, they'd have some idea of how to work an axe after years of fighting. At the very least they'd be able to pick up the weapon and learn how to wield it faster.

Thoughts?

Well you certainly were in depth, I will credit you that, but now on to why I disagree:

The differences between combat have been discussed in most other threads, but sufficed to say just because you can swing an axe does not make you a genuis at archery, or even swordplay.

As magic does not exist in real life (As far as I'm aware), it is hard to say "casting is the same" or not, as there's nothing to compare it to.

Stealth doesn't just include stealth, as you noted, but I felt this is where your argument really began to fall apart. Now, don't get me wrong, I've snuck around the dark a few nights, talked my way out of a situation (Or in to one, in some cases) and got pretty good at sleight of hand. Now, I am not an expert at any, but I can safely tell you they are nothing alike. Sneaking about is more a measure of agility and your ability to land softly. Talking is obviously a matter of intellect and personality, and relies upon your ability to manipulate or appeal to your target. Stealing is about speed, coordination and above all else - timing. If you read through all that, yes I had a mispent youth.

No disrespect here, but I take it you've never picked a lock in your life. If you don't live in America, but a lock-picking set (They're very inexpensive) and try picking the lock on a tool chest. Good. Now go try your house's front door. You'll notice that in tripling the tumblers and pins, the difficulty doesn't remain static. I've picked the lock on my toolbox many, many times (As I've lost the key). I still can't do the same to my house, especially not quickly (Which would matter in the situations you'd find yourself lockpicking in). Locks are not all the same, please use some real world experience before boasting such a claim.

You make a point in that the player controls success or failure, but I think the re-introduction of real time (Such as Morrowind) would provide a use once again to lockpicking. No one wants to stand exposed for long while performing an illegal activity. Again, not the same talents as used when sneaking though.

Also brought up in the Superfluous Skills thread was the question of athletism. Grab someone who runs sprints or marathons. Got one? Good. Now, give him a sword and pit him against a fencer. You'll notice that the generally more athletic runner will get lit up by someone who's studied how to wield a weapon. Does athletism help with stamina and speed which would be used in a fight? Sure! That's why increasing your athletics increases your attributes.

As I've never worn a set of armour before, I cannot comment as to the difference's between mobility between the two, but I know that my hockey gear (Full set of equipment, covered head-to-toe) is significantly more restricting than my lacrosse gear (Helmet, a slash guard on the right arm and gloves). Hell, one can observe the differences that would make by watching a hockey fight and a lacrosse fight. You'll notice the hockey guys go slowly, and try to soak some punches to gain position. The lacrosse guys focus on speed and feints, typically trying to win before taking too many shots). With all that being said, I concede that armor seems like armour in general.


Before I continue on to the final points of your argument, you've touched on a subject which really, really irks me. This supposed "RPG's have nothing to do with stats, you just play a role." You play a role in EVERY game. In Halo you play as a supersoldier, in NFS: Most Wanted you play as an undercover cop. In GTA: IV you play as a europeen immigrant duped in to believing the american dream. Except, you know, Halo is a shooter, NFS is a racing game and GTA is a sandbox. They arn't RPG's, you know why? Because RPG's focus on the character of YOUR creation, and it's devellopment. Hence why "RPG elements" typically involve customization (The ability to make the character yours) and stats (The ability to choose it's evolution through the story). The argument that an RPG game is any game where you play a role is naive, and stupid. Period.

Now, going back to your final two points, my personal issue with the theory is that Oblivion already suffered a crisis of simplicity, and at the core of your argument, I see one of two outcomes: Either the whole thing is a name change more or less, and serves no purpose. Or, you honestly do want to group together our surviving six skills per class in to one senseless skill. I don't want less complexity, I want more. The way I see your idea, to be honest, would come across as passing me crayons in-game and telling me I'm a special boy. Hell, just throw a space soldier in it and it becomes like every other game out. Bethesda has a good thing going with the Elder Scrolls, and while small changes to refresh and update the game are fantastic, completely re-writing the formula we love is not the way to go about improving the series.
User avatar
candice keenan
 
Posts: 3510
Joined: Tue Dec 05, 2006 10:43 pm

Post » Fri Jun 11, 2010 1:32 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? Should I know how to use a sword because I use an axe a lot? Uh, yes? Combat with weapons is different, but many of the basic ideas are the same. You gain combat experience, no matter what you use. You learn to read your enemy and anticipate their moves, no matter what weapon you are holding. It then becomes more dependent on what weapon you are using when you react to your enemy. You're reaction will vary. A hand to hand fighter will dodge, while a fighter with a sword in one hand and a shield in the other will use the shield to block and then counter with the sword. You need a skill for that, when it can easily be represented in the game? Infact, it all ready is in the game. The player themselves learns that, do we need a number to show that the character does too? Perks can easily then go further in depth, showing that you learned the tricks of the trade with each and every type of weapon.

Magic. Magic is the general term used for the channeling of raw energy into effects that can be experienced in the physical world. Is there a different way to channel things to get different effects? It could be interpreted that way, but it also can easily be taken the other way as well. The magic skill would show how well you are at channeling magic in general. Before the effect can be stamped on, you have to be able to channel it. The better you are at channeling magicka, the better you will be at handling magic in general. Perks could then come into play, showing if you are better at using the destruction effect rather than the restoration. Wouldn't your knowledge with destruction magic help you get a handle on restoration spells? Both are the channeling of magic into effects that are seen and experienced in the physical world, wouldn't being good at one help in learning the other?

Stealth. Using the shadows to get where you want to go and take what you want to take. Pretty much a standalone skill as it is. Infact, it’s all ready in game, not much reason for me to explain why it can stand alone. The only thing that could be added here is speechcraft. Stealth does not only use shadows, using other things to not stand out. Clothes to help you blend in, being able to talk your way out of confrontation or how to talk in order to gain info. Perks could help you become an even better talker than being a stealthy character would give you, giving you unique dialogue options you wouldn’t have otherwise.


Now for the wildcards.

First off, why is lock-picking even a skill? Every single lock in the world is the same damn thing. Once you figure out how to pick one, you can pick every other one like it. There is no skill picking a lock, it only takes the smarts to know what it takes to pick it. If there were different locks, it could then be considered a skill. You would need to figure out on the fly which kind of lock it is, and what it takes to get past it. If you run into one you've never seen before, your skill would help you get past this new one.

But still, if locks were different, it could still be placed in the sneak skill. Scratch that, it would be all but ignored. Why you ask? In game representation. In oblivion, it wasn't the skill opening the box, it was the player. Once the player got the learning curve, it didn't matter what kind of lock it was. Now, Fallout 3 used a system that blocked those without a high enough skill to even try. That should not be used. My character vary well is going to at least try. What if he gets lucky? What should be used is a system that effects the mini-game, based on our your stealth skill. Why stealth? For one, a stealth character is going to have steady hands. They're used to staying calm in the dark, stalking their pray. That steadiness increases as the skill increases, so why should they suddenly be nervous when picking a lock?

Enchanting. The channeling of raw energy into an item, instead of the outside physical world. Channeling magicka is all ready handled with the magic skill. Why have two? Perks could easily be used to show you getting better with that specific task, such as having a better efficiency in taking the souls from the soul gems and transfusing it to the item.

Crafting? Why should that even a skill? Unless we have the ability to make our own totally unique items, while not being restricted to what the devs come up with, it shouldn’t even be considered. Armorer, smithing, and alchemy are the same. Anyone can cook if they have the directions infront of them. Some perk trees could easily handle these things. The first perk would allow you to do these odd jobs and could be taken at any time, and then the tree would branch out in the different ways one could specialize.

Athletics…are you really simply running around in game just for the sake of running around? This can easily be tied into things like strength and endurance, you’ll get stronger when fighting which increases both muscle mass and endurance which are the main parts of running, with a small perk tree which would be given automatically that would allow for simple increases such as better running form for more efficiency or speed.

Light and Heavy armor are last. They deal with combat. If you’re in heavy, you’re not going to be able to move that fast. Light helps you move a little faster, but still protects vital spots. No armor lets you be the fastest, but you don’t have anything protecting you. Perk tree's in each of these three sub-categories could easily show your specialization with them. Combat in general would help you react to an opponent, and your armor would help cover you when you slip up. The perks would show you getting better at moving in a specific armor, but the combat skill in general would show your ability to move in order to use your armor to glance blows and negate attacks that you couldn’t dodge or block yourself.

As for leveling. Each main perk tree would have a straight line down the middle of 100 stars. These one hundred stars would represent each level, from 1 to one hundred and would surve the same perpose the skills have now. These would be gained automatically as you use the skill, just like it is now, it would mearly be represented more artistically. Branches of the tree would break off at the specific level you would gain access to them. Such as an ability to swim perk branch off at level 25 for athletics. When your character themselves level up, they'd get to choose one branch perk for every 3 main skill perks they get for that skill. Get three longsword perk levels, you'd get to choose one branch perk for the longsword. Get 5 perk levels, you'd get to choose one branch perk, but then two level perks would transfur, meaning you'd only need to get 1 perk level next time to choose another branch perk.

As for the menu, You would see the three skills up at the top of your menu screen grouped together. You'd see the name, number the skill is at, and then a bar next to the number showing how long it will take till you level up again. After a small break, you would get a list of all the perk trees, spread sheet style. Same format; name, number, bar to show how much till you're next level up. You could then scroll through the perk tree names, and after clicking on a name it would switch to the heavens picture we'll be getting for Skyrim. You'd see the tree with all the stars, and you could look over what you have and what you can get. Star's that you don't have will remain dark, leaving you to wonder what they will be.

There you have it. Skills could be reduced to three, and still function. Best part is, none of this has anything to do with an rpg game in the slightest! So getting fewer, would infact not reduce your rpging experience. So using that argument is not valid, because skills have little to nothing to do with the role. Sorry for all the reading you have to do, but it needed to be done. If you read everying to this part, thanks. If you didn’t, instead just skimming to the bottom, don’t flame me or anyone else. You can disagree with me, but make it factual, and give a reason why I’m wrong. Don’t just call me stupid. All I really did was change the name from skills to perk tree's, the function itself would be the same, only allowing for more uniqueness. I also made it so a master of say longswords wouldn't be as skilled as a child when it came to using an axe, that's just silly, they'd have some idea of how to work an axe after years of fighting. At the very least they'd be able to pick up the weapon and learn how to wield it faster.

Thoughts?


I can see where your coming from but where does something like Archery come in? Combat?

Well the most prestigious swordsman may hate bows and be not very proficient in their use... Vice versa.
User avatar
Beulah Bell
 
Posts: 3372
Joined: Thu Nov 23, 2006 7:08 pm

Post » Fri Jun 11, 2010 3:37 am

But I really like lots and lots of skills:/

Perks, meh, not so much.
I just like menu lists and stats, and modern games where its all hidden behind the scenes and inaccessible.. I just dont feel the same thrill. For me, its all too.. plastic? I dont know the word.
Too streamlined, too pre-made.. simple. As if its assumed I have no thinking brain skills whatsoever.
I like figuring out how things work, like in Morrowind, I loved figuring out how spell creation and enchanting worked, how I could get the max out of what I put in. How to make a spell thats useful while not too costly on the magicka.
What an effect does.
In Skyrim, it looks like that is replaced by 'intuitive' and 'context sensitive' thingies, whole spellmaking seems to be out. I dont like that.

For me, ideally, Id like as much skills as Daggerfall had.
I loved the idea of different languages.

Perks just arent the same.
Maybe its irrational, cause perks just make me think of shooters, while skills make me think of RPG's
User avatar
YO MAma
 
Posts: 3321
Joined: Thu Dec 21, 2006 8:24 am

Post » Fri Jun 11, 2010 2:21 am

[censored]. There should be three ATTRIBUTES. Not skills. So group intelligence, willpower, and whatnot into magic and whatever else works. How can we only have three skills? -_-
User avatar
Sabrina Schwarz
 
Posts: 3538
Joined: Fri Jul 14, 2006 10:02 am

Post » Fri Jun 11, 2010 7:11 am

You're overreacting to this whole axing thing, aren't you?
Only going to say this: don't suggest alternatives to Skyrim's system until you've actually tried it out, because 1. you can't be sure whether you won't like it and 2. even if you don't like it after you've tried it, your ideas on how to improve it would change dramatically.
User avatar
Mel E
 
Posts: 3354
Joined: Mon Apr 09, 2007 11:23 pm

Post » Fri Jun 11, 2010 7:11 am

I get what you are saying and you make some very valid points... but at the end of the day, it's not a necessary change. Whether it's a bunch of skills you're looking at or just 3... you're still going to be leveling fundamentally the same way. Splitting the skills into smaller categories makes the sense of progression feel more immediate and rewarding. I like to know that my destruction skill is specifically going up. It wouldn't make a difference if it just showed my "magic" skill going up... but it wouldn't feel as rewarding.

So, it's a fine idea, but an unnecessary and unwelcome one for me personally.

Also... I'm watching Lord of the Rings right now and Gandalf just screamed "You... shall not.. pass!". No relevance to this thread... but it's totally worth noting right? Right!? :mohawk:
User avatar
Queen Bitch
 
Posts: 3312
Joined: Fri Dec 15, 2006 2:43 pm

Post » Thu Jun 10, 2010 11:43 pm

Arrrrh! :eek: Why would you want the Fable system in an Elder Scrolls game? No, just no. :gun:
User avatar
matt
 
Posts: 3267
Joined: Wed May 30, 2007 10:17 am

Post » Fri Jun 11, 2010 7:12 am

Please note that what is written assumes that perks in Skyrim require you to reach a certain level in the corresponding skill to take. There's no reason not too and it would be really broken if not.


In your proposed system, one can spend the whole game killing stuff with fireballs and blocking with a shield while taking two handed sword perks (thanks to the block action that levels the combat skill), then equip a two handed sword and be a grand master with it. Even without taking the two handed sword perks, you increase your combat skill while blocking and become at least slightly better at using a two handed sword.

In Skyrim it's possible to do weird stuff like that but much more constrained by the multiple skills and much more believable. You can get to master level with a one handed mace while only ever fighting with a one handed sword. You can get some above average skill of using a mace while training with a one handed sword even if you don't take mace perks. It might not be realistic but who really knows what is?

Can someone argue that you should be useless with a mace once you become a master swordman? How good should you be? Nobody really knows and that's why it doesn't matter what Bethesda choses. But such a simplified system (3 skill system) is going too far away from the "get good at what you use" which defines the TES series since Daggerfall. The perks system is as far from the "get good at what you use" we should go.


There's some amount of synergy between skillsets. In Skyrim, skillsets are the perk trees. The synergy between them is represented mostly by the fact that similar skillsets (one handed sword and mace and axe) all depend on a same basic skill.
User avatar
Leticia Hernandez
 
Posts: 3426
Joined: Tue Oct 23, 2007 9:46 am

Post » Fri Jun 11, 2010 10:20 am

Wow,
you have some stones to even suggest that on this forum! Kudos for taking the leap. Now let me explain why this is a bad idea.

This is an RPG, and we all have certain expectation when it comes to what an RPG should be. One thing that is consistent through almost all RPGs is the idea of customization. We want to role play right, so all those little stats we work on have meaning outside of their function. When I roleplay as a thief I invest time and effort into Stealth skills, but not simply to be good at those things. It is part of the definition I am giving to my character. I look at those stats as a direct reflection of my actions (which is the way the leveling system is set up. I do it, I get better at it), and as a characterization tool. It puts my roleplaying into a context that is visual and actual.


This.
User avatar
Laurenn Doylee
 
Posts: 3427
Joined: Sun Dec 03, 2006 11:48 am

Post » Fri Jun 11, 2010 2:52 pm

Well you certainly were in depth, I will credit you that, but now on to why I disagree:

Thank you. I'll take what I can get. :P

The differences between combat have been discussed in most other threads, but sufficed to say just because you can swing an axe does not make you a genuis at archery, or even swordplay.

I never said it did. Never ever ever did I say that, and I don't know why people keep saying that I did. I said that a master of swordplay would be better at using an axe or a bow than the new hero off the block. By no means would they be a master at different combat styles, but they wouldn't be incompitent either.

As magic does not exist in real life (As far as I'm aware), it is hard to say "casting is the same" or not, as there's nothing to compare it to.

Just as long as you know that argument works both ways. We don't know, so its up to Beth to decide. My arguement is just as valid with that arguement as those against it.

Stealth doesn't just include stealth, as you noted, but I felt this is where your argument really began to fall apart. Now, don't get me wrong, I've snuck around the dark a few nights, talked my way out of a situation (Or in to one, in some cases) and got pretty good at sleight of hand. Now, I am not an expert at any, but I can safely tell you they are nothing alike. Sneaking about is more a measure of agility and your ability to land softly. Talking is obviously a matter of intellect and personality, and relies upon your ability to manipulate or appeal to your target. Stealing is about speed, coordination and above all else - timing. If you read through all that, yes I had a mispent youth.

True, but being good at one would help in a small way at being good with the other. Your reasons would stand for why each would get its own perk tree, or at least a large branch. But being able to blend in is a blanket idea, one that would be represented withe the synergy skill called stealth, with larger perk tree's that allow for specialization. When you're talking to someone, you'll want to use dialect that won't stand out to much, you'll want to blend in. When you're sneaking around in the dark, you'll want to blend in with the night. When you're stealing something, you'll want to blend in. And when you're all dressed up to sneak around in broad daylight, you'll want to blend in. Stealth wouldn make a master sneaky character suddenly know how to talk with a silver tougne, rather they would be able to gain that silver tougne easier.

No disrespect here, but I take it you've never picked a lock in your life. If you don't live in America, but a lock-picking set (They're very inexpensive) and try picking the lock on a tool chest. Good. Now go try your house's front door. You'll notice that in tripling the tumblers and pins, the difficulty doesn't remain static. I've picked the lock on my toolbox many, many times (As I've lost the key). I still can't do the same to my house, especially not quickly (Which would matter in the situations you'd find yourself lockpicking in). Locks are not all the same, please use some real world experience before boasting such a claim.

Now your just assuming Im stupid here...come on, give me some credit. I'm not ignorant to believe save cracking is like picking a lock on a door. In oblivion, every lock was the same. In the game world, every lock was the same. Not our world, Oblivion's world. If Oblivion's locking system was like our world's, then I would draw comparisons, but as it stands it isn't.

Also brought up in the Superfluous Skills thread was the question of athletism. Grab someone who runs sprints or marathons. Got one? Good. Now, give him a sword and pit him against a fencer. You'll notice that the generally more athletic runner will get lit up by someone who's studied how to wield a weapon. Does athletism help with stamina and speed which would be used in a fight? Sure! That's why increasing your athletics increases your attributes.

Perhaps a better idea would be a perk tree that allows for more unique/efficient...erm...running/jumping styles...in the game based on the attribute's rather than a skill.

As I've never worn a set of armour before, I cannot comment as to the difference's between mobility between the two, but I know that my hockey gear (Full set of equipment, covered head-to-toe) is significantly more restricting than my lacrosse gear (Helmet, a slash guard on the right arm and gloves). Hell, one can observe the differences that would make by watching a hockey fight and a lacrosse fight. You'll notice the hockey guys go slowly, and try to soak some punches to gain position. The lacrosse guys focus on speed and feints, typically trying to win before taking too many shots). With all that being said, I concede that armor seems like armour in general.

While I see where you are coming from, its hard for me to believe that none of you're experience with using lacross gear wouldn't help you use your hockey gear. The skill in itself is rather hard to define, but bacically ti comes down to how well you can move in a type of armor. Perk tree's could just as easily fill the rolls of skill bars, only perk tree's would allow you to choose say a little more uniqueness, and maybe create more of a feel of you getting better. I think we both agree in this one.

Before I continue on to the final points of your argument, you've touched on a subject which really, really irks me. This supposed "RPG's have nothing to do with stats, you just play a role." You play a role in EVERY game. In Halo you play as a supersoldier, in NFS: Most Wanted you play as an undercover cop. In GTA: IV you play as a europeen immigrant duped in to believing the american dream. Except, you know, Halo is a shooter, NFS is a racing game and GTA is a sandbox. They arn't RPG's, you know why? Because RPG's focus on the character of YOUR creation, and it's devellopment. Hence why "RPG elements" typically involve customization (The ability to make the character yours) and stats (The ability to choose it's evolution through the story). The argument that an RPG game is any game where you play a role is naive, and stupid. Period.

Be there three skills or three hundred of them, an rpg is a game that allows the player to make a character that is allowed to take different paths, and to make choices. Master Chief will always be Master Chief no mater what armor we put him in, he's going to be the badass silent hero. If we could choose to make him evil, good, or somewhere in between and we got to name our character and choose what the spartin looked like, even if the game mechanics didn't change, it would be an rpg because we got to make our own role and then play it.

Now, going back to your final two points, my personal issue with the theory is that Oblivion already suffered a crisis of simplicity, and at the core of your argument, I see one of two outcomes: Either the whole thing is a name change more or less, and serves no purpose. Or, you honestly do want to group together our surviving six skills per class in to one senseless skill. I don't want less complexity, I want more. The way I see your idea, to be honest, would come across as passing me crayons in-game and telling me I'm a special boy. Hell, just throw a space soldier in it and it becomes like every other game out. Bethesda has a good thing going with the Elder Scrolls, and while small changes to refresh and update the game are fantastic, completely re-writing the formula we love is not the way to go about improving the series.

But I'm not changing the basic formula at all. My system would simply strip synergy to its very core. This allows for a multitude of perk tree's to be added, all which wouldn't have to worry about if it be one handed or two handed or whatever. It is basically a name change, but there is a little more two it than that. Synergy would become visable, and perk tree's would allow for a much more visual representation of what we're seeing all ready in spread sheet form. Its moving from a spread sheet with a small constialtion reltated to it into one big constalation, with the spread sheet still being present in the form of a link to the constalation to keep things neat. What I'm sugesting isn't game changing by any means, only visual with synergy being the main focus.
User avatar
Tina Tupou
 
Posts: 3487
Joined: Fri Mar 09, 2007 4:37 pm

Post » Fri Jun 11, 2010 1:31 am

Honestly your idea is fine for many rpg's, ones such as DA:2 or Risen.
Where it's class heavy and forced on you, not particularly focused on specialisation;
Has no distinction between weapons or even interest in balancing out weapon styles.
A game where thought of customization or how to make each path attractive is less an issue.

In TeS it goes beyond streamlining, into the realm of simplicity.
Again this is not always a bad thing, but the current releases of Beth do not inspire the depth and brilliance of story and dialogue that would be needed to support it.
I have no issue with streamlined systems, however it requires other factors to compensate.
User avatar
Tanya
 
Posts: 3358
Joined: Fri Feb 16, 2007 6:01 am

Post » Fri Jun 11, 2010 9:22 am

I can see where your coming from but where does something like Archery come in? Combat?
Well the most prestigious swordsman may hate bows and be not very proficient in their use... Vice versa.

Never said they would. Just mearly stating that a master swordsman would have seen enough combat to not be just as bad as the new kid on the block.

But I really like lots and lots of skills:/

Perks, meh, not so much.
I just like menu lists and stats, and modern games where its all hidden behind the scenes and inaccessible.. I just dont feel the same thrill. For me, its all too.. plastic? I dont know the word.
Too streamlined, too pre-made.. simple. As if its assumed I have no thinking brain skills whatsoever.
I like figuring out how things work, like in Morrowind, I loved figuring out how spell creation and enchanting worked, how I could get the max out of what I put in. How to make a spell thats useful while not too costly on the magicka.
What an effect does.
In Skyrim, it looks like that is replaced by 'intuitive' and 'context sensitive' thingies, whole spellmaking seems to be out. I dont like that.

For me, ideally, Id like as much skills as Daggerfall had.
I loved the idea of different languages.

Perks just arent the same.
Maybe its irrational, cause perks just make me think of shooters, while skills make me think of RPG's

I'm not sugesting mere perks mind you, I'm sugesting large in depth perk tree's, with a trunk of 100 stars that would represent each level. The main menu would still hold the spreadsheety goodness that you love, while selecting one of the spreadsheets specificly would link you to the large constalation. That, and a rose by any other name is just as sweet. A perk tree that functions just as skill bars do now, except with more options which would be linked together in a more visual manner shouldn't seem so scary...but for a lot of people it is. I really don't see why...but there must be a reason for so many people feeling that way.

[censored]. There should be three ATTRIBUTES. Not skills. So group intelligence, willpower, and whatnot into magic and whatever else works. How can we only have three skills?

Well, I wrote in pretty good detail how it would work in that first post of mine. But basically, there would be three skills and then 29ish large perk tree's.

You're overreacting to this whole axing thing, aren't you?
Only going to say this: don't suggest alternatives to Skyrim's system until you've actually tried it out, because 1. you can't be sure whether you won't like it and 2. even if you don't like it after you've tried it, your ideas on how to improve it would change dramatically.

Hold the phone! I'm looking forward to playing with skyrims system, and by no means am I stating that they should use mine or that mine is better. However, I do feel my system could work, and possibly acomplish a few things better than the current system could. I know my system has some flaws, but every system will. The best way to get a complete system is to have multiple sugestions to see what works for what, and then trying to work them together. No one's fought for this side, so synergy in my mind has been suffering because of it.
User avatar
Jack
 
Posts: 3483
Joined: Sat Oct 20, 2007 8:08 am

Post » Fri Jun 11, 2010 2:28 am

get what you are saying and you make some very valid points... but at the end of the day, it's not a necessary change. Whether it's a bunch of skills you're looking at or just 3... you're still going to be leveling fundamentally the same way. Splitting the skills into smaller categories makes the sense of progression feel more immediate and rewarding. I like to know that my destruction skill is specifically going up. It wouldn't make a difference if it just showed my "magic" skill going up... but it wouldn't feel as rewarding.

So, it's a fine idea, but an unnecessary and unwelcome one for me personally.

Also... I'm watching Lord of the Rings right not and Gandalf just screamed "You... shall not.. pass!". No relevance to this thread... but it's totally worth noting right? Right!?

You'd still see the spreedsheety goodness so many people love, and you'd still be able to see destruction perk tree grow...my system just tackles synergy a lot better than the current system does, in my mind at least. :P

And yes, I thank you for noting it. :celebration: I'm not saying by any means they have to use this system, and I'm all for humor. When I wrote this I told myself that I would be surprised if anyone sided with me. That said, I'd much rather have you say no in a funny and amuzing way rather than tell me that I'm about as smart as a rock.

Arrrrh! Why would you want the Fable system in an Elder Scrolls game? No, just no.

Never played any of the fables, so I wouldn't know if what I'm sugesting is like it or not.


Please note that what is written assumes that perks in Skyrim require you to reach a certain level in the corresponding skill to take. There's no reason not too and it would be really broken if not.


In your proposed system, one can spend the whole game killing stuff with fireballs and blocking with a shield while taking two handed sword perks (thanks to the block action that levels the combat skill), then equip a two handed sword and be a grand master with it. Even without taking the two handed sword perks, you increase your combat skill while blocking and become at least slightly better at using a two handed sword.

Noted. I think that's a fair assumsion.

Well, not totally in my mind. The 100 star trunk of the perk tree that would be gained automatically just like skill bar's are now would hold most of the increases to the specific combat style. Even more so actually, because axe's will get a much larger perk tree which pertains to just axes much more exclusivly.

Can someone argue that you should be useless with a mace once you become a master swordman? How good should you be? Nobody really knows and that's why it doesn't matter what Bethesda choses. But such a simplified system (3 skill system) is going too far away from the "get good at what you use" which defines the TES series since Daggerfall. The perks system is as far from the "get good at what you use" we should go.

Pretty much what I'm argueing here, just the flipside of the coin. :P I'm for more synergy, will other's will be for less. Its up to Beth to decide who's closer to being "righ
User avatar
Khamaji Taylor
 
Posts: 3437
Joined: Sun Jul 29, 2007 6:15 am

Post » Fri Jun 11, 2010 3:14 am

go play fable
THIS IS SKYRIM!
User avatar
Harry Hearing
 
Posts: 3366
Joined: Sun Jul 22, 2007 6:19 am

Post » Fri Jun 11, 2010 9:01 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."



Um, I took escrima course. My teacher was pretty good at escrima, but if I gave her a warhammer, I couldn't except the same thing. Yes, you take fighting experience, but you can't count fighting with axes the same as fighting with swords.

That's why techniques exist.

For example, if you somehow get a taekwondo master to fight a boxer, they'll both svck. The boxer doesn't know what the Taekwondo Master will be doing and thus he'll be worse - The same goes for the Taekwondo master. They'll both perform underneath their normal performance.
User avatar
No Name
 
Posts: 3456
Joined: Mon Dec 03, 2007 2:30 am

Post » Fri Jun 11, 2010 8:56 am

Um, I took escrima course. My teacher was pretty good at escrima, but if I gave her a warhammer, I couldn't except the same thing. Yes, you take fighting experience, but you can't count fighting with axes the same as fighting with swords.

That's why techniques exist.

For example, if you somehow get a taekwondo master to fight a boxer, they'll both svck. The boxer doesn't know what the Taekwondo Master will be doing and thus he'll be worse - The same goes for the Taekwondo master. They'll both perform underneath their normal performance.


You're still asuming a master of a sword would make you a master of a warhammer in my system. Its not like that, really. No joke. A master of the blade wouldn't be a master of an axe, but at the same time he wouldn't be as bad as the new kid on the block when it comes to handling an axe either. There is synergy there.

One can play baseball all their lives, and then suddenly pick up a golf club. They are two different tools for their respective sport, but the basic idea behind them is the same. Once you get the learning curve for one, the things you learned from the last one can be of use as you learn how to use the new one, and would make you better than someone who just picked up a golf club/basball bat for the first time ever.

go play fable
THIS IS SKYRIM!

Really, I've never played Fable before, so I don't know if what I'm describing is anything like it. That said, I dont' see how it could be, based on the fact that the core mechanics from TES are still here.

Also, by no means am I saying that this is the system that has to be used for Skyrim. I'd just like it to be considered. Synergy has been kinda thrown out of the loop, mainly because there are few if any people fighting for it.
User avatar
Damian Parsons
 
Posts: 3375
Joined: Wed Nov 07, 2007 6:48 am

Post » Fri Jun 11, 2010 12:20 am

First off, not all locks are the same- http://www.wikihow.com/Pick-a-Lock

Secondly, I really don't intend for this to be offensive, but of course it will likely seem that way; the fact that there should be three skills on the basis of "If they can't make every skill they have do everything everyone can think of relating to that skill, why bother at all?" seems sort of ridiculous...
User avatar
Kit Marsden
 
Posts: 3467
Joined: Thu Jul 19, 2007 2:19 pm

Post » Fri Jun 11, 2010 5:38 am

Hey, why stop at just three skills? Lets slide it down to a single skill.

Seriously....someone get the tar and feathers! >.>
User avatar
Chavala
 
Posts: 3355
Joined: Sun Jun 25, 2006 5:28 am

Post » Fri Jun 11, 2010 5:34 am

tl;dr

No skills. Swords only. Final destination.
User avatar
Suzy Santana
 
Posts: 3572
Joined: Fri Aug 10, 2007 12:02 am

Post » Fri Jun 11, 2010 5:52 am

First off, not all locks are the same- http://www.wikihow.com/Pick-a-Lock

Secondly, I really don't intend for this to be offensive, but of course it will likely seem that way; the fact that there should be three skills on the basis of "If they can't make every skill they have do everything everyone can think of relating to that skill, why bother at all?" seems sort of ridiculous...


Yes. I get it. Locks are not all the same, I know that. But in Oblivion the mini game for every lock was the same. Every lock in Oblivion is the same, sheesh. I'm not that stupid, just because I sugested something that wouldn't be popular doesn't mean I have mush for brains.

You are to focused on the three skills and not even looking at the fact that there would be 29ish perk tree's as well. If you only look at have of my idea, of course it'll come off as half baked. That's not really giving me any credit, like at all.


Hey, why stop at just three skills? Lets slide it down to a single skill.

Seriously....someone get the tar and feathers! >.>

I'm glad you took the time to post, but reading the entirety of my first post would help a great deal. I not only sugested three skills, but also 29ish perk tree's which would have a trunk of 100 stars that would work just like skill bar's do now, only with some variaty. Like I said before, if you only look at half of my idea, its going to come off as half baked no mater how I word it. If you actually took the time to think about what I'm saying instead of getting ready for the witch hunt I've all ready prepared myself for, maybe we could talke about how to improve synergy and why some variaty to skills would be fun and interesting.

tl;dr

No skills. Swords only. Final destination.


...really? I mean, seriously? All right then, I'll counter with a post of equal intellect. If you'll only read half...no, not even a half of what I said, why reply to what I'm saying? The basic functions of the game will stay, never did I ever say "ber der neber I only use swords so cut everything else". Really, I didnt. I sugested 3 skills that cover synergy along with 29ish perk tree's that would act like super skill bars that had options to make character's different. Oh...darn it, to much intellect...can't be helped I guess.
User avatar
Nicole M
 
Posts: 3501
Joined: Thu Jun 15, 2006 6:31 am

Post » Fri Jun 11, 2010 3:54 am

Well, in the end this is The Elder Scrolls: Skyrim.... And, its you the OP v Bethesda and 1000's of others... Where do you expect to get? Do you expect Bethesda to go hmm, yeah, our system svcks (which it doesn't btw) and say, lets use this system that makes no sense.

Good luck.
User avatar
sexy zara
 
Posts: 3268
Joined: Wed Nov 01, 2006 7:53 am

Post » Fri Jun 11, 2010 5:26 am

I think the way you had to make some of the perks work more like skills demonstrates that three skills would not be ideal. Instead of "skills increase as you use them and perks are selected at level up" it's "skills are increased as you use them and perks are selected at level up, except there's also these other perks that are gained as you use the skill". It seems like an unnecessary complication just to keep the number of skills low. Synergy between skills could still be added without doing this.
User avatar
josie treuberg
 
Posts: 3572
Joined: Wed Feb 07, 2007 7:56 am

Post » Fri Jun 11, 2010 7:50 am

Why not just have one skill -- Awesomeness!

And then everything would be controlled by perks! Great idea, and then we add bonuses to perks every level so their more unique!


:D

Oh wait....
User avatar
Cagla Cali
 
Posts: 3431
Joined: Tue Apr 10, 2007 8:36 am

PreviousNext

Return to V - Skyrim