Why the "be who you want to be" mindset most likely

Post » Thu Jun 16, 2011 2:19 pm

When I'm playing an RPG, I use the first letter to its fullest. There's also nothing stopping my thief from becoming head of the other guilds in Oblivion, but guess what?
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Roberta Obrien
 
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Post » Thu Jun 16, 2011 11:40 am

I definitely didnt like Todds "You can be a Mage, then just switch up and be an archer etc." comment during the E3 demo. Id say the people that just pick up the game and newbs etc. will play like TC says, not really RPing, just doing whatever is practical like it was an action game. Ill be sticking to my characters class though.

This. I cringed when I heard that, it seems to imply that the best way to play and enjoy the game is to only use Do-Everything characters who use every weapon they pick up based only upon base damage and the weapon's stats. Perk trees should forestall this somewhat, but not if the perks are lame in some trees and it doesn't really matter whether you collect a full tree or not.

My opinion is that they should've fixed and tweaked instead of torching and rebuilding from square one, but it's too late for that now. Leveling made classes ridiculously flawed and that's been remedied, but throwing out attributes, classes and birthsigns along with the full leveling wouldn't have been my first choice.

We'll see once it comes out though, hopefully it'll work out as they say it should.
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Jynx Anthropic
 
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Post » Fri Jun 17, 2011 1:50 am

I understand where the OP is coming from, but what he fails to understand is that with this new system there will be no need to switch from weapon to weapon just to level up a certain skill. Unless you have OCD (no offense) and you need to level up every skill, then I'm sure the new system will make it just as easy to play using only a few skills as it did in the past with many skills.
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Darrell Fawcett
 
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Post » Thu Jun 16, 2011 6:55 pm

Kindly explain a number of things to me:

1) How sticking to a particular development plan as you play your character is metagaming, but meticulously planning out your character's development ahead of time to maximize his potential is not.

2) How, precisely, providing a quicker leveling pace to a particular set of skills that conform to a particular archetype (class specialization) differs from... providing a quicker leveling pace to a particular set of skills that conform to a particular archetype (Warrior, Mage, and Thief Doomstones).

3) How you could have possibly dictated the rate of your leveling in any manner outside of those specializations.

The difference between major and minor skills in Morrowind was how much of an initial boost they got when you started the game. Apart from that they leveled at the same rate, and the only thing that altered that rate was the specialization that you chose. I can understand that you're upset about not choosing a specialization at character creation and how switching between specializations to suit your play style can be seen as metagaming -- it is, honestly -- but your statement that this new system will restrict your freedom and force you to metagame more is not compelling in light of the reasoning you present.

My two cents, as usual:

Same [censored], different thread.

I adhere to the notion that having classes and utilizing a system wherein your skills increase through repeated use of them are incongruous premises. They never really seemed to jibe with one another, and it felt highly counter-intuitive to me that you could spend countless hours practicing your skills to become a master swordsman or archer and have it contribute absolutely nothing to your leveling because they were not tagged as "major" skills, despite the fact that you're clearly using them more than the other skills you have. And I've yet to see a compelling reason to retain the class system, other than RP reasons, which is of course a wholly subjective line of reasoning and will vary in importance from one person to the next.

Frankly I don't see any problem at all. It's a natural progression of the "learn by doing" character advancement philosophy they've had going on since Daggerfall, and I really think that it has potential for much greater balance and fluidity than the previous system. The fact that you're limited in the number of perks you can pick means that character differentiation is greater by default. The fact that perks have prerequisites and are arranged in a tree structure, coupled with the fact that increasing higher-ranked skills contributes more to leveling, means that specialization is very strongly encouraged, so despite the impression some have that you'll just [censored] around and stumble into victory by doing anything at all, the fact is this system will offer quite a bit of incentive to plan your character's development ahead of time.


Well said! Yeah, the only reason I would want classes is for RP reasons. But then again, it's not likely someone will call me by my class name in Skyrim
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Darlene DIllow
 
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Post » Thu Jun 16, 2011 2:29 pm

So what part of MW or OB weren't button mashing? I had to do that in MW until my long sword skill was high enough to hit them almost every time. In OB, I had to button mash enough just to do some practical damage with a long sword while trying to level it up. Although in OB the more i did something the faster it leveled up, so the RPG elements were in it. Attributes were just secondary and unnecessary to me in the whole Role Playing aspect. The class was also secondary. A soldier in real life can start up a shop or business of some kind and be a good people person, but in previous games, if I wanted to get anywhere with mercantile or speechcraft, I would have to include them into my major skills for them to do me any good. Trying to play a warrior and giving up two of those skill slots isn't that much fun.

PVP is for MMO's and not Elder Scrolls. Nowhere do I see the "hybrid system" in the making of Skyrim.



The RPG elements came from leveling up specific skills in a specific way to get the most benefit to your character.

Those that did that well became stronger because they understood the system that the rpg put into place

Attributes werent secondary they were primary. How much damage you did in melee cant be unnecessary unless you believe RPG means story

Which is a valid opinion if thats what you hold ( i do not though)

I started oblivion with only skills i didnt want to take as primaries

I got every single stat and most skills to max level with careful training and play. I didnt have to put anything into a major skill to use it, i just had to focus on it for a bit to make it useful
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lolly13
 
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Post » Thu Jun 16, 2011 1:17 pm

No - not at all. I'm talking about character creation - once the character is set up, I just play. The most grinding I might do is to work on Illusion off and on over the first few levels so that a character who won't otherwise be using it and started out with low skill can cast night eye instead of light. And that's only if that's the sort of thing that character would do. Other than that, I can't think of a single skill I ever grind, for any reason. I just play the game and it all comes naturally.

But that depends on some very precise and well-thought-out character creation.

For instance - I want to play an archer with blade backup in light armor. He's going to make most of his attacks from a distance, but isn't going to be afraid to switch to melee if/when he's pressed. That would be...... probably marksman and light armor as majors and blade as a minor, but with a combat spec. Combining spec minor and non-spec major tends to keep things fairly balanced, marksman increases very slowly (steep learning curve) so it works well as a major and he's probably not going to get hit a whole lot, so his armor experience needs to count for as much as possible. He's not going to be terribly skilled with a blade at first (low staring skill as a minor), but he's going to learn quickly (combat spec).

Once all that's set up, then all I have to do is go play, and everything just takes care of itself. The thing that concerns me about the new system is that I'm apparently not going to be able to set any of that up in advance, so I'm going to have to keep tabs on the character and keep making decisions that simulate the gains he would've gotten automatically if I'd been able to just set him up how I want him in the first place. Again - it might work out okay - those decisions might be automatic and natural and it'll work out to the same basic thing - just playing and letting things happen. But if that's not the case, then there's not going to be a way to compensate for it.

As for birthsigns........... was it my mention of the updated doomstones that brought that up? Obviously contrary to the early statements about those, they don't seem to be a substitute for birthsigns AT ALL. They're much more accurately a substitute for majors and minors and specialization. At least from what we've seen so far, their effects are to increase the rate of skill increase for ranges of skills, which is precisely what majors and specialization did in past games. That's the only reason I mentioned them.

Birthsigns.......... I liked them from an RP standpoint, but I'm sort of ambivalent about them being removed. I'm fundamentally opposed to the idea, but only because I don't think that removing content is generally a good idea. But I'm not that attached to them personally.


Interesting approach, thanks for clarifying.

If I'm understanding your concerns correctly, it seems that the bigger question might be how well has the dev team properly tweaked the rates of advancement for the various skill raising activities in tandem with the character level process.

In other words,
  • will certain skills increase a lot more slowly or more rapidly than others?
  • is the level scaling tweaked carefully enough so that people aren't forced to try to avoid increasing character level?(if FO3/FNV is any indication, I think we are fine)
  • how quickly does the XP gain accelerate in relation to the skill level? (the higher the skill, the more the XP, but when exactly does this kick in?)


Based on the interviews and the little bit of info we have so far, it seems the devs have devoted a massive amount of time and energy to getting the leveling and skill progression right. I'm hoping they arrived at an elegant solution that works in a complex way behind the scenes even though the PC's choices at character creation are less complex.

It will also be interesting to see how perks provide new opportunities to enhance roleplaying a character with specific personality traits. For example, two separate non-magic using archer/blade(or 1H sword, etc.) builds, like the one you described, can end up completely different from one another as a result of perk choices.
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Nicholas
 
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Post » Thu Jun 16, 2011 4:18 pm

? No you didnt. you could max any skill, major or minor. You may not be a personable negotiator or salesmen, but then there's always other ways of raising personality independent of Majors.



Well yeah, I didn't HAVE to, but I felt like I had to to get anywhere, or for it to benefit me in some way. Sure there were the benefits of once it was high enough, you could buy low and sell high, while being able to talk someone up to loving you. But for the benefits of leveling up or getting better at what I wanted to do, it didn't seem practical. But then again, I didn't have to have them as major skills and just gradually level them up via minor skills. That would be slower though, and I would almost have to go out of my way to level them up, with only slight benefits. Then there are the option of potions or spells, but eh, I realize its not that important to me. So I neglect them through the game and hardly ever use them. With the new system, I'll be influenced to talk to people more because it may actually contribute to my leveling up. But that is all theory because I haven't played it yet.
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Soraya Davy
 
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Post » Thu Jun 16, 2011 1:18 pm

This is just my gut feeling so take it with a grain of salt...

I think that after rolling our first characters in Skyrim we'll wonder how we ever played games with hard, class-based character creation.

The new system is organic, natural and will reward experimentation and following one's preferred play style. As a gamer, can you really ask for more than that? The numbers are still there. You're just steering them by having fun rather than by looking at a spreadsheet before you roll a character.
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I’m my own
 
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Post » Fri Jun 17, 2011 1:41 am

This is just my gut feeling so take it with a grain of salt...

I think that after rolling our first characters in Skyrim we'll wonder how we ever played games with hard, class-based character creation.

The new system is organic, natural and will reward experimentation and following one's preferred play style. As a gamer, can you really ask for more than that? The numbers are still there. You're just steering them by having fun rather than by looking at a spreadsheet before you roll a character.


Here's to hoping it works
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Catherine Harte
 
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Post » Fri Jun 17, 2011 3:05 am

I think a lot of people are over thinking this.

You play how you want. Your character will get good at what you do most. If you don't do something, he won't get good at it. It's that simple.
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cassy
 
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Post » Thu Jun 16, 2011 4:41 pm

The RPG elements came from leveling up specific skills in a specific way to get the most benefit to your character.

Those that did that well became stronger because they understood the system that the rpg put into place

Attributes werent secondary they were primary. How much damage you did in melee cant be unnecessary unless you believe RPG means story

Which is a valid opinion if thats what you hold ( i do not though)

I started oblivion with only skills i didnt want to take as primaries

I got every single stat and most skills to max level with careful training and play. I didnt have to put anything into a major skill to use it, i just had to focus on it for a bit to make it useful



Thats cool. All of that will be in Skyrim, minus the attributes of course. You focus on the things you want to use and become better at them. At a high level, if you want to do something else, you have to work at it to be better at it. I had a warrior character my first play through and I did just fine with him. I'll have another warrior character as my first play through and do just fine yet again, probably have even more fun because I can experiment with other aspects to customize my character. Please, go on thinking that this game will be bad and be "disappoint" in Bethesda. While you worry about every little thing wrong with the game, I'll be getting my $60 worth out of it :celebration:
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amhain
 
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Post » Thu Jun 16, 2011 6:31 pm

wrong thread :brokencomputer:
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Bellismydesi
 
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Post » Fri Jun 17, 2011 1:44 am

you ever play gothic? it works pretty well for that game, and that doesnt even have character creation, its just nameless hero. and dispite your backstory you still feel like its who YOU want to be. this is not just my opinion, but the opinion of many if not most people who play it.
skyrim will still have all the races, and removing the classes gives you more room for imagination.

i understand though, im still not convinced that the new system will be fine.
i suggest you go play nehrim, the badass oblivion mod, it has its own leveling and works similar to skyrim in that respect in the way that you earn xp by just playing the game, except you do eventually choose a class, it just happens later in the game after you have already finished a bit of content and have adjusted to your character.
THAT is a more elegant way of solving this issue imo and still allows for you to be immersed in your rp characters weakness's and strengths, however you are limited to only 4 classes i believe, no custom ones...which kinda svcks because you could do that in arktwend [previous sureai total conversion- they are both just awesome!].
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steve brewin
 
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Post » Thu Jun 16, 2011 2:52 pm

Thats cool. All of that will be in Skyrim, minus the attributes of course. You focus on the things you want to use and become better at them. At a high level, if you want to do something else, you have to work at it to be better at it. I had a warrior character my first play through and I did just fine with him. I'll have another warrior character as my first play through and do just fine yet again, probably have even more fun because I can experiment with other aspects to customize my character. Please, go on thinking that this game will be bad and be "disappoint" in Bethesda. While you worry about every little thing wrong with the game, I'll be getting my $60 worth out of it :celebration:

amen :foodndrink:
cynicism is getting old, especially when you hear people outright say "this is broken" before ever turning it on.
rpgs are changing, hopefully this will be for the best, but untill we have played through it we should tone down the level of pre-dissapointment. i think we are all a little guilty, i mean, tes is changing in a few bold ways, its understandable, but untill we witness and feel that change how can we know if it works or not?
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Brian Newman
 
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Post » Thu Jun 16, 2011 9:20 pm

:spotted owl:
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Karl harris
 
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Post » Thu Jun 16, 2011 2:01 pm

:spotted owl:
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^~LIL B0NE5~^
 
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Post » Thu Jun 16, 2011 8:38 pm

The criticism I have seen against "do what you want" is that the players are not spreadsheeting and metagaming as much and they can not role-play without the computer telling them that they are (i.e. my character is not a paladin because even though I use the skills I think a paladin would and behave like one there is no life affirming label stamped on my character menu and a checklist of skills that I should using).
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Dalley hussain
 
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Post » Thu Jun 16, 2011 11:16 pm

The mindset will work perfectly. My first character will be a hunter and so naturally his sneak, marksman, alchemy, light armour and one-handed skills are going to raise. The skills he will have will be determined on how I play. I'm not going to (or going to try not to) look at my skills and focus on a particular area, he'll just raise skills depending on how I'm playing.
That way I can see how I've played the game by looking at my skills, and my highest skills will be the ones I need the most.
Is that not the 'be who you want to be' mindset?
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BaNK.RoLL
 
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Post » Thu Jun 16, 2011 11:39 pm

I say good riddance to classes they solved the only gripe I have with the elder scrolls series. If it takes one of their orginal mechanics then so be it.
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Chloe Lou
 
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Post » Thu Jun 16, 2011 8:11 pm

The mindset will work perfectly. My first character will be a hunter and so naturally his sneak, marksman, alchemy, light armour and one-handed skills are going to raise. The skills he will have will be determined on how I play. I'm not going to (or going to try not to) look at my skills and focus on a particular area, he'll just raise skills depending on how I'm playing.
That way I can see how I've played the game by looking at my skills, and my highest skills will be the ones I need the most.
Is that not the 'be who you want to be' mindset?



The problem is that they think a game is an 'Action' title instead of an RPG just because the game will not give them a checklist of things to do in order to fulfill that role. Instead they will have to actually, *gasp*, play a role as they think it should be done. The horrors that will ensue... how can a person know they are role-playing if the game is not telling them they fulfilled the requirements for that role!
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Robert DeLarosa
 
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Post » Fri Jun 17, 2011 3:00 am

The criticism I have seen against "do what you want" is that the players are not spreadsheeting and metagaming as much and they can not role-play without the computer telling them that they are (i.e. my character is not a paladin because even though I use the skills I think a paladin would and behave like one there is no life affirming label stamped on my character menu and a checklist of skills that I should using).


Agreed. Roleplay is a state of mind. It isn't something you pull off of page 167 of a strategy guide. Sure, we all learn how to work the system to make 'that ultimate warrior' or thief or mage or whatever but the game is played so that you can 'pretend' (yes, I went there) to be someone you're not and to learn things about the world and about yourself by doing that (and to just run around burning people up with fireballs or chopping off their heads for giggles).

There will be tables-a-plenty. We can all be certain of that. You just don't have to read them to succeed. Knowing what you like to do and how you like to play will be enough.

EXPERIENCE the world like a real person would. Then on subsequent playthroughs optimize and min / max if that's really your thing. Both are viable options right from the beginning.
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Lewis Morel
 
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Post » Thu Jun 16, 2011 11:19 pm

The problem is that they think a game is an 'Action' title instead of an RPG just because the game will not give them a checklist of things to do in order to fulfill that role. Instead they will have to actually, *gasp*, play a role as they think it should be done. The horrors that will ensue... how can a person know they are role-playing if the game is not telling them they fulfilled the requirements for that role!

No, we're talking about the possibility of losing things and them not getting replaced. Things that adds diversity and RP potential.
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Emma louise Wendelk
 
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Post » Fri Jun 17, 2011 3:06 am

The gods forbid we want to actually have some in-game reflections of whatever character we're roleplaying other than some vague resemblance.
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Gavin Roberts
 
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Post » Thu Jun 16, 2011 10:33 pm

The gods forbid we want to actually have some in-game reflections of whatever character we're roleplaying other than some vague resemblance.


"JAAAAAAAAAYNE..... THE MAN THEY CALL JAYNE...........

He robbed from the rich and he... gave to the poor. Stood up to the man and he... gave him what for.
Our love for him now... ain't hard to explain.

THE HERO OF CANTON THE ONE THEY CALL... MEEEEE ...er.... JAAAAAYNE..."

...

On topic: Numerical stats, whether overt or hidden, do not reflect anything on a human / storytelling level. Besides, if one desires these stats one may look to the skills as the system has not been 'dumbed down' but rather simplified in that two corresponding and redundant measurement systems / systems of expression have been combined into one that serves all of the purposes formerly fulfilled by the two separate systems.

edit: misspelled "Jayne" doh!
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{Richies Mommy}
 
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Post » Thu Jun 16, 2011 9:47 pm


On topic: Numerical stats, whether overt or hidden, do not reflect anything on a human / storytelling level. Besides, if one desires these stats one may look to the skills as the system has not been 'dumbed down' but rather simplified in that two corresponding and redundant measurement systems / systems of expression have been combined into one that serves all of the purposes formerly fulfilled by the two separate systems.


Yes, they do, they represent whatever corresponding stat they dictate. 2 layers that make sense are better than one and its not redundant and nobodies yet to show me how personality or luck will be represented through perks, or skills. And no, personality and speech craft can be and are mutually exclusive and yes, luck does matter. And those are the two least talked about attributes.
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Stacyia
 
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