What determines actions once governed by attributes?

Post » Sun Jun 19, 2011 1:03 am

What governs player speed?

What determines melee damage?

What determines carry weight?

What determines jump height?

What determines magical resistance?

What determines your initial health, fatigue and magicka?

What determines your damage by ranged weapons?

What determines your dodge and hit rate?

What determines the percentage chance you will be knocked down in combat?

Did they explain this yet?
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Rachyroo
 
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Post » Sun Jun 19, 2011 5:22 am

What governs player speed?

What determines melee damage?

What determines carry weight?

What determines jump height?

What determines magical resistance?

What determines your initial health, fatigue and magicka?

What determines your damage by ranged weapons?

What determines your dodge and hit rate?

What determines the percentage chance you will be knocked down in combat?

Did they explain this yet?

Perks, Stamina, or total encumbrance.

Weapon skill and perks.

Perks, maybe Health or Stamina.

Perks.

Umm, Resistance spells and race bonuses like always.

Race.

Archery skill and perks.

We didn't have dodge or hit rate in Oblivion, and Oblivion had attributes.

Stamina, perks, or nothing because it doesn't matter.

No, but I know how to use my brain.

You should change the thread title to Yet Another Attribute Thread. Then you should load up Oblivion, buy a horse, grab the nearest stick, and start swingin'.
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Emilie M
 
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Post » Sat Jun 18, 2011 10:04 pm

What governs player speed?

What determines melee damage?

What determines carry weight?

What determines jump height?

What determines magical resistance?

What determines your initial health, fatigue and magicka?

What determines your damage by ranged weapons?

What determines your dodge and hit rate?

What determines the percentage chance you will be knocked down in combat?

Did they explain this yet?

Race and Base Speed constant, and general perks

Weapon skill

Race, Perks, Base Encumbrance constant

Race, jump height constant, and general perks

Race and gear, just like Oblivion.

Race, level, and choices on level-up

Archery Skill

Your ability to point+click, and ability to get the hell out of the way of incoming blows... Same as Oblivion, but improved.

Weapon Weight, race, and possibly stamina

Most of these are obvious.
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C.L.U.T.C.H
 
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Post » Sat Jun 18, 2011 11:53 pm

Perks, Stamina, or total encumbrance.

Weapon skill and perks.

Perks, maybe Health or Stamina.

Perks.

Umm, Resistance spells and race bonuses like always.

Race.

Archery skill and perks.

We didn't have dodge or hit rate in Oblivion, and Oblivion had attributes.

Stamina, perks, or nothing because it doesn't matter.

No, but I know how to use my brain.

You should change the thread title to Yet Another Attribute Thread. Then you should load up Oblivion, buy a horse, grab the nearest stick, and start swingin'.



No thanks, ill keep my previous title but you did help me out alot, perks seems to be in every single one of your answers

Didnt need a brain to see the 1 trick pony
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Holli Dillon
 
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Post » Sun Jun 19, 2011 1:11 am

What governs player speed?

I would like to know this too.

What determines melee damage?

Skill with that particular type of weapon.

What determines carry weight?

I would also like to know.

What determines jump height?

I would assume there is one standard jump height, btu otherwise I would like to know.

What determines magical resistance?

I would also like to know

What determines your initial health, fatigue and magicka?

Again I would like to know. Todd said he removed attributes because they "trickled" down into the smaller attributes, but the reason was was they determined the other attributes, so know how do we know how much our health goes up by each level like sheesh.

What determines your damage by ranged weapons?

Skill in Archery

What determines your dodge and hit rate?

Uhh, armor and skill, duh.

What determines the percentage chance you will be knocked down in combat?

The enemies skill and power attacks.

Did they explain this yet?

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Alexander Horton
 
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Post » Sat Jun 18, 2011 7:08 pm

No thanks, ill keep my previous title but you did help me out alot, perks seems to be in every single one of your answers

Didnt need a brain to see the 1 trick pony
it seems that "1 trick pony" does multiple tricks seeing as it answers pretty much all your questions :/
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Maddy Paul
 
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Post » Sun Jun 19, 2011 8:57 am

No thanks, ill keep my previous title but you did help me out alot, perks seems to be in every single one of your answers

Didnt need a brain to see the 1 trick pony

One trick? Perks manage effects from every attribute but Luck (which didn't actually do anything important in Oblivion). Come on, that's simple math.
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Jade
 
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Post » Sun Jun 19, 2011 9:09 am

Just me guessing, haven't really heard much on these....

What governs player speed?

I believe I heard that you can either walk run or sprint (drains stamina) , this may have been the compromise they made for removeing athletics and attributes.

What determines melee damage?

perhaps level in a certain skill + perks

What determines carry weight?

unsure, other than perhaps certain perks increasing how much you can carry (heavy armor?)

What determines jump height?

unsure...

What determines magical resistance?

perhaps a perks pertaining to certain magic skills (destruction, restoration)?

What determines your initial health, fatigue and magicka?

All character will likely start with the same (racials aside)

What determines your damage by ranged weapons?

(same as melee damage?)

What determines your dodge and hit rate?

no dice rolls here, so your either physically hit or miss / manually dodge.

What determines the percentage chance you will be knocked down in combat?

good question :P perhaps a perk in heavy armor


This is just speculation, don't take my word for it :thumbsup:
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louise hamilton
 
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Post » Sun Jun 19, 2011 6:44 am

What governs player speed?

Race from what I can tell; how much you're carrying.
What determines melee damage?

Skill
What determines carry weight?

I'd really like to know as well.
What determines jump height?

Probably race and encumbrance.
What determines magical resistance?

Race.
What determines your initial health, fatigue and magicka?

Race.
What determines your damage by ranged weapons?

Marksman skill.
What determines your dodge and hit rate?

I don't think that's in. It wasn't in Oblivion.
What determines the percentage chance you will be knocked down in combat?

Dunno
Did they explain this yet?
Not really.
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Suzy Santana
 
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Post » Sun Jun 19, 2011 1:17 am

the attributes
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Eilidh Brian
 
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Post » Sun Jun 19, 2011 6:29 am

One trick? Perks manage effects from every attribute but Luck (which didn't actually do anything important in Oblivion). Come on, that's simple math.



You misunderstood me
I know perks do everything thats why its BETHESDA'S one trick


But back to the post, how does a perk effect speed since they removed the athletics skill?

How does race and only race determine jump height? You think there will be one base for each and it can never go up?

You assume that it will be those things but we really dont know, they removed alot of the game, and they have yet to fill us in on what filled in those gaps.
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Charles Weber
 
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Post » Sun Jun 19, 2011 9:16 am

How about luck, or personality? Neither can be replaced by perks.
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Alexandra walker
 
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Post » Sat Jun 18, 2011 6:45 pm

How about luck, or personality? Neither can be replaced by perks.


I dunno about Luck, but what did it really do?

Personality? I think the new Speechcraft/Mercantile hybrid will handle it.
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Eliza Potter
 
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Post » Sat Jun 18, 2011 5:49 pm

How about luck, or personality? Neither can be replaced by perks.


If there is a speechcraft skill, I would assume that would affect your personality, along with the perks that go along with it. With luck, it might just be an "affects everything you do but you can't adjust it" thing. I don't know..
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Mr. Ray
 
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Post » Sun Jun 19, 2011 1:36 am

You misunderstood me
I know perks do everything thats why its BETHESDA'S one trick


But back to the post, how does a perk effect speed since they removed the athletics skill?

How does race and only race determine jump height? You think there will be one base for each and it can never go up?

You assume that it will be those things but we really dont know, they removed alot of the game, and they have yet to fill us in on what filled in those gaps.



Look, you are not accepting that everything Bethesda is doing is the exact right thing to do. Therefore you will be insulted and ridiculed.
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Chris Jones
 
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Post » Sun Jun 19, 2011 8:49 am

But back to the post, how does a perk effect speed since they removed the athletics skill?

How does race and only race determine jump height? You think there will be one base for each and it can never go up?

Either each race has its own base constant values of speed and jump height, or, more likely, all races have the same initial speed and jump height.
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liz barnes
 
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Post » Sun Jun 19, 2011 7:00 am

I dunno about Luck, but what did it really do?

Personality? I think the new Speechcraft/Mercantile hybrid will handle it.

Luck was rendered obsolete at the same time dice-based resolution was.

And personality... what purpose did it serve, other than to ignore until every other stat was maxed?
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des lynam
 
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Post » Sun Jun 19, 2011 4:07 am

Either each race has its own base constant values of speed and jump height, or, more likely, all races have the same initial speed and jump height.


Either one of these would be stupid. So, no matter how much I jump over a rock and no matter how much I run, I'm not going to get better or even have a chance of getting better at that? I hope its not this.
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Louise Lowe
 
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Post » Sun Jun 19, 2011 6:41 am

Luck was rendered obsolete at the same time dice-based resolution was.




Ridiculous. Luck governed the mathematics behind random loot.



And personality... what purpose did it serve, other than to ignore until every other stat was maxed?


Speak for yourself, bub.
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Hearts
 
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Post » Sat Jun 18, 2011 10:57 pm

Either one of these would be stupid. So, no matter how much I jump over a rock and no matter how much I run, I'm not going to get better or even have a chance of getting better at that? I hope its not this.

Right... and I don't have a problem with it. Being able to select a perk to jump higher would be a far better use of my resources than having the game treat an abnormally high Jump Height as a signal to send me up against nastier beasties.
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Trish
 
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Post » Sat Jun 18, 2011 6:41 pm

I dunno about Luck, but what did it really do?

Personality? I think the new Speechcraft/Mercantile hybrid will handle it.

Luck did everything and could do more. And you cant have personality in a speech-craft perk tree since they are and can be independent. Putting personality perks in speech-craft loses the variables and merges them.

Luck was rendered obsolete at the same time dice-based resolution was.

And personality... what purpose did it serve, other than to ignore until every other stat was maxed?

1. No

2. And really no.
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Ria dell
 
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Post » Sun Jun 19, 2011 5:51 am

Luck did everything and could do more. And you cant have personality in a speech-craft perk tree since they are and can be independent. Putting personality perks in speech-craft loses the variables and merges them.

In that case, it's a good thing Luck is gone... Having something "Do Everything and More" is bad for decision making/character customization in emergent strengths and weaknesses.

And Personality isn't independent of Speechcraft/Mercantile.

What did Personality do? Make people like you more, and gives you better prices

What does Speechcraft do? Makes people like you more.

What does Mercantile do? Gives you better prices.

Do you not see the redundancy there?

Also, the luck stat is oxymoronically implemented, trying to bring order and predictability to pure chaos and randomness.
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X(S.a.R.a.H)X
 
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Post » Sun Jun 19, 2011 6:14 am

In that case, it's a good thing Luck is gone... Having something "Do Everything and More" is bad for decision making/character customization in emergent strengths and weaknesses.

And Personality isn't independent of Speechcraft/Mercantile.

What did Personality do? Make people like you more, and gives you better prices

What does Speechcraft do? Makes people like you more.

What does Mercantile do? Gives you better prices.

Do you not see the redundancy there?

No its not, it did that in every TES and you could even build a character around luck. Every character started with a neutral luck anyway, so removing it dumbs down the game. And yes personality is independent of speech-craft, merging them dumbs it down streamlining it. There are people, and you could be personable without being good at speech-craft and vice verse. All I see is streamlining.
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Catharine Krupinski
 
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Post » Sun Jun 19, 2011 3:29 am

Look the people here know about as much as you do, none of these answers are concrete, so don't rely on it k :thumbsup: wait for 11.11.11 or until a dev talks up, otherwise everything is based on conjecture and what one side or the other would like to believe.

I'll put in my own twist.


Speech craft and MErcentile don't determine personality, they are skills.......my personality isnt a skill, what people are basing their answers on are how it worked in past games, and at the same time are barking skyrim will be skyrim, not Morroblivion 2.0, do you see the sillyness? just relax no point in discussing such as it never ends well....ever.
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Cccurly
 
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Post » Sat Jun 18, 2011 7:47 pm

No its not, it did that in every TES and you could even build a character around luck. Every character started with a neutral luck anyway, so removing it dumbs down the game. And yes personality is independent of speech-craft, merging them dumbs it down streamlining it. There are people, and you could be personable without being good at speech-craft and vice verse.

And yet... luck was stupid in every previous game as well. It was either something to rush to 100, or ignore completely. High luck affecting loot: "Oh, another set of Daedric armor... YAWN"

And, with the new way skills are handled, there's no need to separate speechcraft from Personality. While what you are saying sounds good/decent in theory, it doesn't really make for good gameplay.
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jessica sonny
 
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