This quote was repeated by one of the Bethbots earlier.
Bethbot? You're starting with this, seriously? And just because you disagree? What the heck is wrong with education that nobody wants to argue without insults these days?
So, is my mage that sits in musty old libraries all the time going to be able to sprint as fast as the nimble acrobatic thief that has spent their whole life running from the guards? Will my nimble thief naturally become more swift in the game or will he only become more swift once I pick the "run faster" perk from the perkolator? Should I accept a fake and contrived method of running faster when small tweaks to the previous system (already done in mods) would give a more realistic and life-like result?
Why assume that running speed is static, or that the only way to improve it is through perks? Just because it is no longer a skill that contributes to your level doesn't mean it can't be a variable that the game keeps track of. Assumptions are killing these forums. There are ways to handle this that won't crush all your hopes and dreams, but that still don't involve something being tied to your level as a skill.
According to the devs we are now calling the health bars attributes. Which is complete nonsense but there you go. It is possible they will be able to mash up all of the attributable effects into the game. It is unfortunate that they cut out the system that was there to organize and link them together. Now we have ???, either a ton of skills and attributable effects that are completely unlinked or we have something they have not mentioned yet.
What does it matter if system X does the same thing system Y does? If the attributable effects are still in the game, what are you missing, exactly? You just want the second layer of game interface for... fun? The only difference between having the attributable effects in the game and then tying them to the attributes is one extra layer of artificial leveling. My "strength" isn't "34." There are many different things that I can do, some that I am strong enough for and some that I am not. My strength in different ways is different as well. I can squat more than most of my gym mates, but I can't press nearly as much. So.. what exactly is my strength?
"Strength" is an abstract number that was only used to represent
other things in the game. Examples: carrying capacity and weapon damage. By itself, strength did nothing except exist on a page in the interface. We don't need it, what we need are the effects of it, the carrying capacity and the weapon damage modifier.
What you say is untrue as far as I can tell. Though wiith various options on "hardcoe" mode there would be potential in classing characters at the beginning.
What I say are just assumptions about what might be true.
Spreadsheets exist to organize and make sense of data. Cutting out the organizational structure of the attributable effects is just plain stupid. While they may have reorganized these effects into something better we have not seen anything that points to this. There is also the question on whether or not the new organization will be realistic. Attributes attempt to quantify real life characteristics. What does a tech tree do?
As I've already pointed out, attributes are abstractions that only barely make sense. My strength isn't a number. My endurance isn't a number. I can row better than I can run. Most others can run better than they row. What exactly is my endurance "number?"
That's right, I don't have one. What I have are skills and abilities. I am better at some things than I am at others. This is what the game will give us.
Is there an overarching value that links together the various skills that require this real life thing called strength?
Are are rates of renewal treated? Can they be manipulated?
Can we rp fortify?
Does a character have balance? Can they trip and fall or get knocked over? Do weaker characters have less balance? Can a drunk character stumble?
How is sight treated?
There are a large number of interactions attributes handled (or could have handled had Beth ever taken the time to look into it) that are not easily handled elsewhere.
The problem here is that you are looking at the things attributes could have done, or might have done. What I'm looking at are what the attributes actually did. They were just labelled numbers with effects. All anyone really needs are those effects. Effects, skills, abilities. That's what real people have, not spreadsheets.
Your comment is ridiculous. There is nothing superior to having a character with no intelligence, no strength, no endurance.... There is nothing superior to cutting out the central hub of character building and putting unlinked piecemeal junk in its place.
This, I leave to you. It's a matter of preference whether you want your character to be an excel chart or something more organic.