Do you think the classic TES http://www.uesp.net/wiki/Oblivion:Attributes will be included in ESO? And if not, do you think there's a chance they bring them back in the next TES?
Do you think the classic TES http://www.uesp.net/wiki/Oblivion:Attributes will be included in ESO? And if not, do you think there's a chance they bring them back in the next TES?
I don't think all of them will be implemented, but I'm sure those like Agility and Strength will. At least they should be.
'Crosses fingers' .... please not like skyrim, not like skyrim.......
If they go the way of 'Skills' as the only reference (aside from hp/mana/stamina pools) I'll be a bit vexed - It will essentially void a level of definition for the character. It might be one less thing to balance, but one more thing in the bland gauge.
I don't have intel on TESO, although I suppose there should be at least strength, agility and intelligence. In single player TES I think everything stats wise is lost, there will no more be birthsigns, attributes other than health/magika/stamina, disposition modifiers, important numbers on the screen like when your poison expires etc. They want to make it more like a cinematic action game with no numbers to "worry about" for the "shoot now, think later" crowd.
We've known for awhile that only health, magicka and stamina will be there.
THe only attributes in those pictures as far according to TES is Health, Magicka, and Stamina. The rest are derived stats.
There will be no strength, dexterity, luck, intelligence, etc attributes.
The lack of a "base stat" system is part of what makes this MMO stand apart. ESO's system allows for more interesting affixes on the equipment than "+10 STR". At the very least you're dealing directly in health points, which is nice.
Transparency in games is always good. If the base stat STR just gives you health, why not go ahead and just hand health out? I didn't like it at first, either, but then I realized it allows the developer to make what equipment does more specifically tailored when compared to a system where a base stat determines multiple derived stats.
SO you can have something that's giving you attack speed but not dodge chance, health but not damage, or a bigger mana pool without increasing the pool's regen rate. Base stat systems are actually very hard to balance in real-time scenarios. They're also ancient.