A word on things that have been removed

Post » Thu Nov 18, 2010 4:11 pm

Whats wrong with pessimism about losing something?

All evidence points to having unoriginal characters at start, where as before we could have unique characters at all time. Evidence points to losing something, which isn't too blind.

Doesn't matter, it's being used in a demeaning way. Just like when someone calls someone a "bethbot". If there's nothing wrong with being pessimistic about losing something, then there's nothing wrong with having faith in a new system. It doesn't work one way and not the other.
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Roberta Obrien
 
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Post » Fri Nov 19, 2010 12:28 am

Thank you.
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Cody Banks
 
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Post » Thu Nov 18, 2010 4:19 pm

Doesn't matter, it's being used in a demeaning way. Just like when someone calls someone a "bethbot".

I really don't think the blind faith is only directed at you, you could apply that phrase to nearly half of the forums.
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Schel[Anne]FTL
 
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Post » Thu Nov 18, 2010 8:22 pm

"Perfection is achieved not when there is nothing left to add, but when there is nothing left to take away."
If you believe this applies to computer games then why aren't you playing pong?
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Emma
 
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Post » Thu Nov 18, 2010 11:36 pm

All we know is that we're losing the method that we used to use in creating a unique character. Nobody can say that we are actually losing the ability to create them at all.
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Jennifer Munroe
 
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Post » Thu Nov 18, 2010 9:20 pm

I really don't think the blind faith is only directed at you, you could apply that phrase to nearly half of the forums.

Ok, even worse. He/she is being demeaning too multiple people. I edited my post and added some more thought.
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Marlo Stanfield
 
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Post » Thu Nov 18, 2010 5:14 pm

But part of my previous post (the one you quoted) also included the part where I wrote that "I NEVER even came close to maxing out ANY of my skills in ANY of Beth's RPGs." So, none of my characters ended up with the same build at the end.

Fixing the OB system would not have been all that difficult. All you would have to do is:

1.) Make the Attributes more like Fallout 3's 7 Attributes (the SPECIALs) and keep them as inherent strengths and weakness (that rarely see any permanent increase during your game.

2.) Reduce the number of points that you are initially give to distributed in your Attributes result in an average character (if you spread out the points exactly equally) . . . a point increase above average for one stat, means a point decrease for another stat.

3.) Use a leveling up speed that is ~ 1/4 the rate of Fallout 3's leveling rate, and award fewer skill points for when you do level up.

4.) Us a slower Timescale (like 1:8, instead of 1:30), and have time pass while in the menus (such as when you are trading).

i know it wouldnt be hard to fix and i understand what you mean. it just seems that bethesda would rather try new things instead of fixing old problems, so i was just saying since theyre wanting to try something new i would rather it be the way we think its going to be right now than what it was in oblivion (i said think because we dont know for sure how the lvling system will work when starting out, so theres hope there is something atleast to give a bit of specialization starting out).

on a side note: im on console so i dont have mods to help me fix issues i have with the game such as lvling too fast.
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Anthony Rand
 
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Post » Thu Nov 18, 2010 11:06 pm

"Perfection is achieved not when there is nothing left to add, but when there is nothing left to take away."
If you believe this applies to computer games then why aren't you playing pong?



I wasn't going to address this, but I have to.

What I said, and what the quote means, is that less is better if you can do the same thing with it.

Pong and TES can't do the same thing. BUT, if you had two version of TES that did exactly the same thing, but one had less, that one is better.

Why? Because it's cheaper, faster to make, and has room for more stuff later.
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Robert Jackson
 
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Post » Fri Nov 19, 2010 2:04 am

Hey guys.

Here you have a group of people whose skills are incredibly similar.
Whose lives are incredibly similar, and revolve around them being able to maintain a high performance. Thus, their lives are spent in the continual quest to gain more muscle mass. They are therefore, all masters of exactly the same skills that affect that, they undergo the same amount of training to accomplish that.

Please tell me, in a convincing argument which contradicts the evidence in front of your face, that the strength of these men can not be quantified and therefore it can't be compared to across the group, despite it being incredibly clear that not all of these men have the same amount of muscle after the same training.
http://rugbyworldcupstream.com/wp-content/uploads/2011/05/all-blacks-vs-australiahaka1-live-picturer.jpg

What you are essentially saying, ladies and gentlemen, is that the five year old boy who has the the same amount of skill as the men pictured in that photo could tackle every single one of them to the ground. What you are saying is that that five year old boy could have the same amount of both momentum and force and apply it in the same way as the men in those photos, if he has the same amount of skill as them.

This is a totally pointless argument. Having the opinion that attributes are abstractions that don't make sense in the real word is a valid opinion, in the same way that having the opinion that the earth is 10,000 years old or that the earth is flat is a valid opinion.
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ONLY ME!!!!
 
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Post » Thu Nov 18, 2010 9:28 pm

Doesn't matter, it's being used in a demeaning way. Just like when someone calls someone a "bethbot". If there's nothing wrong with being pessimistic about losing something, then there's nothing wrong with having faith in a new system. It doesn't work one way and not the other.

You're right - it works both ways. Everyone is entitled to their own opinions, which is exactly why the root of virtually all of the contention on this board is not the opinions expressed, but the fact that some take it upon themselves to argue the opinions of others - to attempt to "prove" that their opinion is "right" and somebody else's opinion is "wrong."

Some people are pessimistic about some things. Some people are optimistic about some things. If everyone would just post their own opinions rather than getting all twisted up about other people's opinions, the vast majority of the contention and strife on this board would vanish instantly.
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adame
 
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Post » Thu Nov 18, 2010 12:54 pm

Only every effect of attributes is now in the form of 3 stats and 280 perks that do cooler things, and you're whining over name changes.
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JR Cash
 
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Post » Thu Nov 18, 2010 12:24 pm

You're right - it works both ways. Everyone is entitled to their own opinions, which is exactly why the root of virtually all of the contention on this board is not the opinions expressed, but the fact that some take it upon themselves to argue the opinions of others - to attempt to "prove" that their opinion is "right" and somebody else's opinion is "wrong."

Some people are pessimistic about some things. Some people are optimistic about some things. If everyone would just post their own opinions rather than getting all twisted up about other people's opinions, the vast majority of the contention and strife on this board would vanish instantly.

You sir speak the truth. Thank you.
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Phoenix Draven
 
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Post » Thu Nov 18, 2010 11:34 pm

Hey guys.

Here you have a group of people whose skills are incredibly similar.
Whose lives are incredibly similar, and revolve around them being able to maintain a high performance. Thus, their lives are spent in the continual quest to gain more muscle mass. They are therefore, all masters of exactly the same skills that affect that, they undergo the same amount of training to accomplish that.

Please tell me, in a convincing argument which contradicts the evidence in front of your face, that the strength of these men can not be quantified and therefore it can't be compared to across the group, despite it being incredibly clear that not all of these men have the same amount of muscle after the same training.
http://rugbyworldcupstream.com/wp-content/uploads/2011/05/all-blacks-vs-australiahaka1-live-picturer.jpg

What you are essentially saying, ladies and gentlemen, is that the five year old boy who has the the same amount of skill as the men pictured in that photo could tackle every single one of them to the ground. What you are saying is that that five year old boy could have the same amount of both momentum and force and apply it in the same way as the men in those photos, if he has the same amount of skill as them.

This is a totally pointless argument. Having the opinion that attributes are abstractions that don't make sense in the real word is a valid opinion, in the same way that having the opinion that the earth is 10,000 years old or that the earth is flat is a valid opinion.


You really didn't read what I have been saying very carefully. Of course you can measure strength, and I've said that several times. You can measure it in hundreds of ways. What I've said is that those measures of strength are all different, and just because you are good at one does not mean you are good at them all.

Those rugby guys are strong, but they probably aren't nearly as good at American Football as veteran NFL players that are just as strong. Strength by itself is meaningless.

Not only that, but just because you can benchpress 300lbs doesn't mean you can deadlift 900. "Strength" is not something that you have across the board. It's not an attribute. It's something you develop and measure through a series of different activities, each of which you perform separately. "Strength" is actually a set of numbers, each of which corresponds to a different skill.

Comparing a 5 year old and a professional rugby player doesn't even make sense because they couldn't never possibly have even remotely the same skill level.


Maybe my argument just boils down to "we need more skills." I'm fine with that. But the idea of an attribute is still silly when you can reduce everything an attribute is down to a set of smaller individual actions. Call those "skills" if you want.
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Shianne Donato
 
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Post » Fri Nov 19, 2010 1:04 am

You're right - it works both ways. Everyone is entitled to their own opinions, which is exactly why the root of virtually all of the contention on this board is not the opinions expressed, but the fact that some take it upon themselves to argue the opinions of others - to attempt to "prove" that their opinion is "right" and somebody else's opinion is "wrong."

Some people are pessimistic about some things. Some people are optimistic about some things. If everyone would just post their own opinions rather than getting all twisted up about other people's opinions, the vast majority of the contention and strife on this board would vanish instantly.

+1

There is nothing wrong about blind faith, like said about. Taking blind faith and trying to convert others is however bad. Expressing the opinion isn't wrong, but when it becomes an attack on ones ideologies its bad. Many posts about pessimism are for discussion, albiet not all. Many "blind faith" posts are about, "your pessimism is bad!" Remember all of those threads attacking pessimistic threads? Things like that are bad, if its directed at how bad other peoples thoughts are.

We should all be here to provide feedback, and arguments are fine if details of feedback are expressed, but when it turns into, "people shouldn't be negative, this is a happy thoughts zone" its bad.
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Catherine N
 
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Post » Thu Nov 18, 2010 8:33 pm

So it's blind pessimism too then, right? Please don't insult me, or anyone else again.

Excuse me, but I didn't insult you or anyone else with what I wrote. My post was only directed at those who "blindly support Skyrim's new "improved" character build changes," which requires blind faith in these changes at this point. There's nothing insulting about having faith i something . . . I was full of faith that Oblivion was going to be so much better than Morrowind, when it was being developed. I have less faith in Skyrim . . . but that doesn't make me any less of a fan of Beth or of TES.

I'm very sorry if you took anything that I wrote as a personal insult. It was not my intent to insult anyone.

The original post in the topic claims that we haven't lost anything . . . just that some things have been changed for the better.

My point is that, based on what we know so far, we will no long be able to create a truly unique character at the beginning of the game . . . and I see that as a loss, since this it is a part of the previous TES games that I really enjoyed. That is not pessimism . . . it is realism, since this has been pretty much confirmed.
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Sammykins
 
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Post » Thu Nov 18, 2010 10:00 pm

There isn't anything lost by removing these things, the function that they were intended to perform is still there, but better and harder to see. This, friends, is superior.

Something is lost, otherwise there would be nothing new about how the game is played or how our characters are viewed.
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gary lee
 
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Post » Thu Nov 18, 2010 4:22 pm

This is probably worth quoting, a little conversation I had behind the curtain:

Hey. I don't want to beat the thread to death, but you've mentioned something that I just can't quite respond to... the idea that someone is born naturally strong.

Clearly it's pointless to say that all men are born of equal strength. They aren't.

But really, is an attribute the right way to represent that? Huge guys can be very weak. Small guys can be very strong. Those outliers are developed by skill, not by any inherent attribute.

So much of what strength is boils down to how you develop, which is why I say it is more a skill than an attribute. Then again, clearly, on some level it is somewhat innate.

What's the best way to put that in a game? Not the way Oblivion did it, that's for sure. What were the attributes there? Not innate, that's for sure. You could level them, they were basically just big, vague skills. It didn't make any sense.

Now I'm confused.

***

Attributes represent the physical qualities of your character. They can be raised because you can "work out" your character like you would in a gym.

Attributes would aid skills in determining the effectiveness of something, such as swinging a sword. A skill would represent the knowledge and tactics learned to be effective with a sword. Things such as knowledge of weak points on a body like arteries and major organs, or knowledge of how to move in such a way to effectively combat an enemy. The attributes then represent your physical body, your strength aids in how hard you can swing your sword, your endurance aids in how tiring each swing should be, and your agility makes your movements more swift (keep in mind agility isn't speed, agility is how quickly you can change your bodies position, such as moving from a striking pose, to striking, or from being parried to a defensive pose). Attributes represent your body, skills represent your knowledge.

Attributes are useful in defining your characters body, but not skills. I could make a mage who is very strong but not very intelligent. After raising my magical skills his intelligence is likely to increase because of study. I could make a weak warrior, and he should become strong because combat is a workout.
One issue with the attribute system was how they were raised. In Oblivion you could choose which to raise, which is a classic RPG thing, but it didn't make much sense nor did the multipliers. If I increase my long blade skill (I detest combining skills, but thats a different argument) then I should get stronger, improve my endurance, and become more agile. So I would advocate automatically raising attributes, multiple attributes, based on the skill raised. Perhaps raising long blade by 10 levels improves strength by 8 points, endurance by 8 points, and agility by 4 points. That way using a skill makes you better at that skill but improves the attributes that "govern" those skills.
In Oblivion only 1 attribute would govern any skill, strength for long blade. The reality is wrong, and all attributes that are relevant should be used in calculating various aspects of that skill. Agility should make your swings faster, strength increases damage, endurance reduces loss of fatigue.

Attributes can represent a "connection" between skills. A skill that would goven use of warhammers and a skill that governs use of claymores should be different skills. Warhammers target pressure points and large parts of the body, claymores target limbs that can be chopped, arteries that are vulnerable, and weak spots in armor. The tactics and targets and use of these weapons are very different, thus the need for different skills, but they use similar attributes. A warhammer is going to take a lot of strength and endurance, and very little agility (but still some). A claymore will require a lot of strength and endurance but not as much as a warhammer, and more agility than a warhammer.
So if you were to level your "claymore" skill, you could pick up a warhammer and use it somewhat effectively. You wouldn't know how to use it, but your body would be able to use it easier than a shortsword or dagger for instance. The skills are different, but leveling a "claymore" skill would still benefit the "warhammer" skill because of your attributes, because your body can handle both.

To have a more effective system we would need attributes to be used where they would be used, agility should be calculated in weapon speed, strength was used in weapon damage. This way attributes actually benefit every skill that uses them, where as in Morrowind agility increased damage with short blades, but strength increased damage of long blades. Attributes should also level based on what skills are raised and it be done automatically (I see no reason not to allow "working out" to improve attributes slowly, thus giving players choice to raise attributes against the will of their skills, such as a mage working out to improve his strength) There would be plenty of ways to balance this to avoid people who just raise everything, but then again if thats how they want to play...

The major point is attributes are physical qualities of your character, such as his strength. Skills represent knowledge, such as how to use a sword. I can be trained in how to use a sword (perhaps read a lot of books that were educational) but not be strong enough to use one effectively.

I do like the additions to the game, such as perks. Perks offer the chance for variety. But they don't make attributes redundant, perks are additional "abilities" gained from raising skills. The dodge ability was a perk for acrobatics in Oblivion, as was jumping on water. A good example of a perk would be learning a new power attack. Perks don't however make the physical characteristics of your character redundant.

Any questions I'd be happy to help. I'd like for people to realize that the previous system was broken, but it is far more accurate than removing them. Attributes weren't a means to an end, such as health (like Todd said). Fixing the system is far better than scrapping it.

***

You really outta post that beast.

Of course that system would be ideal. It's clear, when you really think about it, that attributes are real. The problem is that their effect is so intricate that it would be difficult to represent in the game. Why Bethesda often shies away from fixing systems like this, instead of just axing them, I will never understand.

There is so much potential, if done right, for a dynamic interaction between your skills, abilities, and attributes. There's also a rich set of possibilities for how they all can be affected by player actions, and how they might influence one another.

I applauded their removal because of the nearly comical way they were implemented in Oblivion. But once again, Bethesda has chosen the axe of removal over the fine scalpel of change and reform.

I'm not sure why. I do wish they could spend the time to improve things like this so that real potential could be reached instead of opting for a simpler system. The worst part is that the new, simpler system is probably going to be better than the old one. It just has so much less potential for the future.


Personally, I'm perfectly satisfied with this as a conclusion to this thread. It sums up what just about everyone has been saying.
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Dan Scott
 
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Post » Thu Nov 18, 2010 3:40 pm


Secondly, and more importantly, I find that skills are actually less related in life than you might think. I have a very high LSAT score, I scored in the 97th percentile. Some would say I'm very intelligent.
However, on math tests I'll do well if I even pass. Not so good. Many others are the exact opposite. Stating that someone has a universal "intelligence" number is just pancakes. It doesn't work like that.



Yes, I understand why you would think that, as it is an intuitive conclusion.
As often, the reality is counter-intuitive however.

An IQ test has a subject perform tests in anolytical, mathematical, and spatial activities, and assigns a number based on how well you did in those, relative to average.
You would expect some people to excel at anolytical and do worse at spatial, and some people to be wonderful at mathematical and downright disastrous at anolytical, because all people are different, no?
But thats wrong.

IQ tests show that a person with a high IQ score will perform well in All these subjects, and likewise someone with a low IQ will have a low score on all of them.
This seems to be how intelligence works. It is all linked.

On attributes I agree with Admoni.
It is a horrible mistake to remove the backbone that linked everything together.
It doesnt matter if those numbers were an accurate representation of reality, really, as that is totally besides the point.
The point is that they served a function.
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Vivien
 
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Post » Thu Nov 18, 2010 11:30 pm

100% agree with you OP :)
The good effects of what was in before have been lifted up in a new form, and the bad ones taken away. Things also generally just make so much more sense. Before it was a terrible mess.
I'm grateful for this. Thanks Bethesda! :foodndrink:
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Lucy
 
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Post » Thu Nov 18, 2010 6:34 pm

I'm seeing a bunch of doom-sayers these days on the forums


They've always been there, for pretty much every game. People have different tastes.

I'm not overly happy about all the changes but I accept them until i've seen them in practice and know for sure if they're implemented in a good way.
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Jeff Turner
 
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Post » Thu Nov 18, 2010 9:09 pm

If you don't mind, I'll comment on these two only. First of all, you're absolutely right. Strength can be quantified. It can be quantified in many ways. However, I maintain that the different ways to quantify strength are better represented as skills and not as an attribute. Seeing as I can do many different things at many different levels of strength, I think it makes more sense to give me various ratings of skill with a particular action than to represent it any other way.

I distinctly sense that we both want the same thing, we just want it represented in two different ways. I prefer skills and abilities because I see that as more realistic, given the many ways we can vary from activity to activity.

There are many shades of an ability. One can be strong and skilled/unskilled. Weak and skilled/unskilled. "Smart" and skilled/unskilled. etc. You mention before distaste over having a singular value for the attributes. What about skills? You are arguing for taking a layered system of determining character value to a single number value per skill. I am excluding perks here because I do not disagree with perks. Perks add value to the game beyond what attributes can do (in conjunction with attributes, not without them!).


I beg to differ, but only on your claim that the various skills are a disorganized mess and that they are, in life, linked.
For one thing, I don't immediately presume that Bethesda will create a tree of perks and skills that are entirely unrelated to one another. I don't, in fact, even see how they could do that.
If they do I will eat these words and probably won't ever buy another tes game again. I only can hope, then, that you are wrong on this point.

That is my primary worry in this argument. Unfortunately it is one that is made in virtual ignorance since we have (hopefully) not been given the full information on how this system will work without attributes. All I (and many others) see is one gigantic hole where attributes once stood and nothing they have said so far comes even close to fully explaining what is taking its place.



Secondly, and more importantly, I find that skills are actually less related in life than you might think. I have a very high LSAT score, I scored in the 97th percentile. Some would say I'm very intelligent.
However, on math tests I'll do well if I even pass. Not so good. Many others are the exact opposite. Stating that someone has a universal "intelligence" number is just pancakes. It doesn't work like that.

Every single thing that we might call an attribute is actually more realistically represented as a whole range of various skills. I still hold that real people don't have attributes, just skills and abilities. To me, the removal of the over-arching attributes actually makes quite a bit more sense.

For the attributes better displayed as skills argument I can only refer you to my first comment in this post. People have attributes. People have skills. People have abilities. The three work hand in hand. Attributes for gross quantifiable groupings. Skills for singular avenues. Abilities (perks) for those harmonic points where one is strong/skilled enough to do something special (like a new technique or magical ability).
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Jose ordaz
 
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Post » Fri Nov 19, 2010 2:33 am

[stuff]



[stuff]


I know it was a lot to read, gentlemen, but I think if you were to take a close look at the conversation I had with Virulent above, you'd find that I agree with both of you.

In short, he said, that people do have attributes and that the system could have been fixed instead of removed.

I've basically just been arguing for a system that I think is better than Oblivion's, but still isn't the best way to do things.
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Spooky Angel
 
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Post » Thu Nov 18, 2010 9:47 pm

I am always skeptical when stuff i like in games gets fixed specially when the fix includes removing .

RPG wise your character does not start as a toddler so there must be some short of background, why i must work my way into a monk guy and not starting as a monk?
To make a comparison think Arcanum with 100's of different starting combinations vs any other game that your start blank , of course in Arcanum you could pick same skills for different games but you will never end up with two identical characters.
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candice keenan
 
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Post » Thu Nov 18, 2010 6:47 pm

Using three steps to accomplish 1 task is bloat. It makes the game slower and leaves less room for other processes. When you can narrow it down to 1 step, 1 task, you can get more in and use less resources.
This is always better.



Try saying this to a highbrow art dealer when you show them a Bob Ross landscape painting saying, "See, I'm a Fine Artist" Nothing against Bob Ross painting, but to those who consider themselves "real" artists look down on this like it was poo on a stick.

In some respects I agree with most of your post, but I don't always buy that all of the things that were removed have been replaced with something with the same function espcially with number 3. The new spellcasting may be a huge improvement, we'll have to see and I am expecting it to be so, but not everything that was lost with the removal of spellmaking was "undesirable".
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Queen Bitch
 
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Post » Thu Nov 18, 2010 9:15 pm

I've basically just been arguing for a system that I think is better than Oblivion's, but still isn't the best way to do things.

If what Beth is creating is better than the OB system (which would not be hard considering how poorly attributes were treated in the game) then that would be great. If they use a system that "fixes" the flaws the previous system had by eliminating a whole avenue of game play then shame on them. If they create a system that is better but less realistic.....then boo-hoo for me, but, oh well, at least it is still in the game.
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Len swann
 
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