Constant removal of features, what is next?

Post » Fri Jun 08, 2012 1:37 am

No idea, but I'm going to be incredibly grumpy if I don't get my reputation system and faction content back.
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*Chloe*
 
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Post » Thu Jun 07, 2012 4:51 pm

The reputation sysem really didnt affect much, I rememebr having 100 fame on one guy and 100 infamy on another and no one really acted that diffrent


Anyways killing people in Skyrim does have side effects of other saying they hate your guts and whatnot so it is still kinda there.
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Kellymarie Heppell
 
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Post » Thu Jun 07, 2012 12:36 pm

there will no longer be side quests. there will only be a main quest.
there will no longer be jumping, spells or sneak. there will only be swords.
there will no longer be health magic and stamina they will all be combined into one attribute called stamicelth.

it will no longer be a video game, but will rather be a movie starring johny depp and directed by (i forget his name... but the guy whos only good movie was big fish... you know.. he made most of johny depps movies..... pee wee herman director.... ).

but the dwemer will return so people will buy it.
of course i kid... i cant wait for tes 6: the return of the dwemer and of morrowind and also there are lasers and spaceships.

I disagree with the first part. I think there will be no main quest and instead only side quests. Bethesda always was known for having better side quests than main quests. Oh and the director you're talking about is Tim Burton, and he had a lot more good movies than just Big Fish (Nightmare Before Christmas, Edward Scissorhands, and so on)
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Bek Rideout
 
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Post » Fri Jun 08, 2012 1:13 am

Funny there already are spaceships in the game

It is mentioned Akatosh came to Nirn from his realm in a spaceship.

the spaceship later became adamatie tower or w/e its called. in High rock
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Sunny Under
 
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Post » Thu Jun 07, 2012 12:12 pm

No it's not the same, because your mage with 100 Stamina probably doesn't have any weapon skill perks, which increase damage, where the big hulking Nord with 200 Stamina probably does.


My mage can have the same perks as your Nord if i choose in the same skill, with same skill level, and have lower stamina, and do the same damage, even if i take smithing.

Nothing wrong with a mage having smithing and one weapon skill........and magic skills. without blocking and a shield......

so, according to you and the links you provided, which I have already seen.....what makes me different from you in the one handed skill tree, given that I have chosen the same perks as you, the same skill level, and smithing level but with only 100 stamina?

As a mage ( i would never choose smithing personally, I am just sayn' here) I can easily choose smithing and a combat skill with its perks and level
plenty of magic perks to STAY a mage.

the 100 stamina is for weapon use in combat and it depletes with use, granted......and with power attacks....

But the damage output is the same........stamina does absolutely NADA for damage (according to those links_)

What I would like to see if stamina is actually factored into the damage table....and that's what I was getting at.
It may very well be that way, but nobody has provided proof yet.......

Otherwise, I agree with what you are saying.....just have a beef with the combat mechanics that's it.

Quote from site link:
One-handed is the ability to proficiently use one-handed weapons such as swords, daggers, and maces. With the addition of dual-wielding, one-handed weapons can be put in both hands in any combination. The higher your skill in one-handed, the more damage is done with one-handed weapons. The One-Handed skill tree has a total of 10 perks, requiring a total of 21 perk points to fill. Each skill point grants a +0.5% bonus to the damage dealt with one-handed weapons. This bonus stacks multiplicatively with the ones provided by the Armsman perk and by Smithing-related improvements.
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FLYBOYLEAK
 
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Post » Thu Jun 07, 2012 12:17 pm

And the reanimation was from one rare, hard to find item. It wasn't a spell effect.

And spell absorption is a hard-to-find magic effect in Skyrim that can only be obtained from one source, yet you don't see me denying its existence, do you?
And hard-to-find? The game practically shepherded you to it.
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Robert Devlin
 
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Post » Fri Jun 08, 2012 2:19 am

I had a great list of the "ADDED" features to this game but the mods locked it.
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W E I R D
 
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Post » Thu Jun 07, 2012 4:38 pm

My mage can have the same perks as your Nord if i choose in the same skill, with same skill level, and have lower stamina, and do the same damage, even if i take smithing.

Nothing wrong with a mage having smithing and one weapon skill........and magic skills. without blocking and a shield......

so, according to you and the links you provided, which I have already seen.....what makes me different from you in the one handed skill tree, given that I have chosen the same perks as you, the same skill level, and smithing level but with only 100 stamina?

As a mage ( i would never choose smithing personally, I am just sayn' here) I can easily choose smithing and a combat skill with its perks and level
plenty of magic perks to STAY a mage.

the 100 stamina is for weapon use in combat and it depletes with use, granted......and with power attacks....

But the damage output is the same........stamina does absolutely NADA for damage (according to those links_)

Quote from site link:
One-handed is the ability to proficiently use one-handed weapons such as swords, daggers, and maces. With the addition of dual-wielding, one-handed weapons can be put in both hands in any combination. The higher your skill in one-handed, the more damage is done with one-handed weapons. The One-Handed skill tree has a total of 10 perks, requiring a total of 21 perk points to fill. Each skill point grants a +0.5% bonus to the damage dealt with one-handed weapons. This bonus stacks multiplicatively with the ones provided by the Armsman perk and by Smithing-related improvements.

There wouldn't be a difference if you chose the same perks, and nor should there be.

Just like there'd be no difference in damage in Morrowind if we used identical skills and both put Attribute points into Strength.

But if you're a mage, and you want to focus on your magical skills, then you're probably not going to perk into weapon skills. And if you do, because you want to be a hybrid, then you're probably not going to perk as deeply into the weapons skills.

For instance, my dual wielding warrior was different from my friend's dual wielding warrior because I put more emphasis on magic than he did, meaning I didn't perk as deeply into One-Handed as he did, and he had higher damage output than I did, and was effectively more efficient in melee combat.
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Amber Ably
 
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Post » Fri Jun 08, 2012 1:01 am

The reputation sysem really didnt affect much, I rememebr having 100 fame on one guy and 100 infamy on another and no one really acted that diffrent


Anyways killing people in Skyrim does have side effects of other saying they hate your guts and whatnot so it is still kinda there.
I remember people hailing me as the Divine Crusader and guards telling me I'm a legend. I remember getting a statue built in my honor after saving the town of Bruma and I remember being recognized as the grand champion of the Arena as dispositions soared through the roof. Before that, I remember being greeted as outlander and scum and slowly working my way up to the beloved Nerevarine and Hortator of House Redoran. Before that, I remember the law recognizing very strongly who I was, the nobles of Wayrest learning to entrust with me the most dire of situations, and the inns of my chosen home region hailing me as a knight to free comfort in respectful diligence of my status as knight of the rose.

I particularly liked the first implementation in Daggerfall as it has progressively regressed since (now to the point of simply not being there), but in any case, I wished to see the reputation system further expanded upon or at least kept, but never outright removed and no, it's not still there. Nothing is affected. Being part of any faction no longer affects any public or other factional perception. Saving the world means nothing. Respect and reputation are never deserved, deeds very rarely acknowledged, and reception of the PC unchanging. New Vegas had a great reputation system. Learn from that, Bethesda... don't just cut it out entirely.
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Adrian Morales
 
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Post » Thu Jun 07, 2012 5:36 pm

This is too easy. Obviously a bunch of people who don't pay attention to the very game they are bashing.

1.) Spell Effects / Spellmaking
-Replaced my new, upgraded spell casting mechanics that allow for all new effects that we've never had before, and all new spell casting styles that we've never had before. Previous games did not allow for Ward spells, Rune spells, Stream damage spells, reanimating undead spells...

Spellmaking was not "deep" nor "complex", is was tweaking effects that were already in the game, something that can be done with the current dual casting system.

But I'll concede that we did lose a lot of spell effects. And that svcks. So half a point for the detractors.

2.) Skills
-What skills did we lose? Mysticism? It's in the game - it's spells are now part of Alteration and Conjuration. Not removed. Armorer? Replaced with a fully fleshed out and more complex armor and weapons crafting system. Improvement. Mercantile? Has it's own entire perk branch in Speech. Not removed. Unarmored? Not in Oblivion even, but given a perk in Skyrim to allow for specialization in that playstyle. Hand to Hand? Has it's own perk to allow specialization in that playstyle. What did we -really- lose? We lost Athletics and Acrobatics. Literally, the skills of "running" and "jumping". And what replaced them? More fleshed out skills like Enchanting and Pickpocketing. Spears were not "deep", although they did offer a nice choice that we don't currently have. But skills in general are now far deeper and more customizable than ever before with perks, which allow for far more specialization than generic skills did in past games. The skills in general are a vast improvement over the past.

3.) Attributes
-Attributes focused heavily on Health, Magicka, and Stamina, which is still in the game. The other things that Attributes did, such as damage, ability to not stagger, magicka regen, etc. are all now taken care of through perks. Thus, they were not removed.

Marriage did not replace a removed feature. It is simply a new feature that didn't exist before. Jobs did not replace a removed feature. It is simply a new feature that didn't exist before.

Adding content that didn't exist previously is by definition making the game deeper and more complex, and thus, not dumbing down.

Changing the method of reaching a goal, but still keeping the same end goal (I.E. Attributes vs. Perks) is by definition not dumbing down. The content still exists.

Making previously existing content deeper and more complex than before (I.E. Skills) is by definition making the game deeper and more complex, and thus, not dumbing down.

This man speaks the truth! I have been playing TES games since Arena and I don't feel "limited" by Skyrim in any way shape or form. In fact I feel more free to play the way I want to play. People will always look at the past with rose-colored glasses though. I was there too, but my love of Morrowind doesn't mean I can't appreciate the refinements of Skyrim. Morrowind was epic, but felt clumsy, Skyrim feels much more precisely put together.
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LittleMiss
 
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Post » Thu Jun 07, 2012 7:22 pm

I had one more thought:

This is why I believe every person "wants" smithing......it adds dam improvements to weapons.

I like the idea..........it just needs improving.

I think that stamina should definitely factor into the damage table, and for warriors who max stam / health....have increased
damage not based on smithing, but increased on their stamina stat.

Cuz smithing is tempting for everyone. So is enchanting.

I love Skyrim........still the same......yep.....

And, yes Bioware for me makes some of the best games I have played as well.
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no_excuse
 
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Post » Thu Jun 07, 2012 9:45 pm

I remember people hailing me as the Divine Crusader and guards telling me I'm a legend. I remember getting a statue built in my honor after saving the town of Bruma and I remember being recognized as the grand champion of the Arena as dispositions soared through the roof. Before that, I remember being greeted as outlander and scum and slowly working my way up to the beloved Nerevarine and Hortator of House Redoran. Before that, I remember the law recognizing very strongly who I was, the nobles of Wayrest learning to entrust with me the most dire of situations, and the inns of my chosen home region hailing me as a knight to free comfort in respectful diligence of my status as knight of the rose.

I particularly liked the first implementation in Daggerfall as it has progressively regressed since (now to the point of simply not being there), but in any case, I wished to see the reputation system further expanded upon or at least kept, but never outright removed and no, it's not still there. Nothing is affected. Being part of any faction no longer affects any public or other factional perception. Saving the world means nothing. Respect and reputation are never deserved, deeds very rarely acknowledged, and reception of the PC unchanging. New Vegas had a great reputation system. Learn from that, Bethesda... don't just cut it out entirely.

Then explain why I have had guards and random people mention that know that

1. I killed Alduin
2. I am in the dark brotherhood
3. I am in the thievs Guild
4. I am part of the companions
5. I am a member of the college
6. Several of the things I have done from many larger quests, such as the cida mine quest


It is still there and frankly ive gotten tired of hearing guards mention knowing who I am every time I pass one.
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Nims
 
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Post » Thu Jun 07, 2012 1:44 pm

Great thread by the way.......

One of the things I still enjoy is coming to the forums for a good read, and communicate.....that's how we get together
and learn.....

Learned some things here...tnite


G'night all.
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joannARRGH
 
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Post » Thu Jun 07, 2012 11:32 pm

Then explain why I have had guards and random people mention that know that

1. I killed Alduin
2. I am in the dark brotherhood
3. I am in the thievs Guild
4. I am part of the companions
5. I am a member of the college
6. Several of the things I have done from many larger quests, such as the cida mine quest


It is still there and frankly ive gotten tired of hearing guards mention knowing who I am every time I pass one.
1. Alduin? When did that happen. Nobody ever mentions you're dragonborn or anything anytime leading up to it.
2. Congratulations, they hail the leader of the Dark Brotherhood and the assassin of a great leader as a random member.
3. same as Dark Brotherhood - rank and position unimportant, just guards recognizing you as being something with the Thieves Guild
4. same as above, except they think you, as leader, still fetch the mead and still just guards
5. same as above - although, since you're forced to join the college for the main quest, everyone has the additional joy of being referred to as a mage... whether they're really a mage or not - how special
6. occasional exception rather than rule has some local guards and the questgiver congratulating you


It is not still there. Faction reputation holds no weight. Disposition holds no weight. Rank holds no weight. All you've listed are vague comments (generalized ones, too... harbringer of the companions fetching mead... forced-into-joining-college warrior Dovakhiin is now seen as a mage) made by some NPCs as an exception rather than a rule. There is no system in place to regulate anything related to reputation anymore, just a few scripted triggers for some random, often unfitting guard comments. It actually started off somewhere in Daggerfall... widely extensive and branching. It needed further tweaking with well-funded sequels. Instead, the funds came and the reputation system dried away.
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Robert Bindley
 
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Post » Thu Jun 07, 2012 9:44 pm

Then explain why I have had guards and random people mention that know that

1. I killed Alduin
2. I am in the dark brotherhood
3. I am in the thievs Guild
4. I am part of the companions
5. I am a member of the college
6. Several of the things I have done from many larger quests, such as the cida mine quest


It is still there and frankly ive gotten tired of hearing guards mention knowing who I am every time I pass one.

Its not that the game doesn't acknowledge what you did (since it obviously does), it is that there are no more lasting effects for actually doing them.

In Morrowind, completing the Main Quest causes the ghostfence to shut down, Red Mountain is no longer socked in a haze of Blight, the spells on the Sleepers are broken, major Ash Vampires die off, you receive recognition from Azura along with a special ring, and the love and admiration of the entire province.

In Oblivion, all open Oblivion Gates are shut for good, you are named Champion of Cyrodiil, granted the very armor that previously only the Emperor was allowed to wear, and the love and admiration of the entire province.

In Skyrim, you gain the love and admiration of the entire province, and a certain someone's vow to reform Dragonkind if you didn't kill him before disappearing for good.

Talk about a let-down. You don't even get any unique perks or rewards for completing the Main Quest. Just a pretty lightshow.
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Ernesto Salinas
 
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Post » Thu Jun 07, 2012 5:40 pm

There wouldn't be a difference if you chose the same perks, and nor should there be.

Just like there'd be no difference in damage in Morrowind if we used identical skills and both put Attribute points into Strength.

But if you're a mage, and you want to focus on your magical skills, then you're probably not going to perk into weapon skills. And if you do, because you want to be a hybrid, then you're probably not going to perk as deeply into the weapons skills.

For instance, my dual wielding warrior was different from my friend's dual wielding warrior because I put more emphasis on magic than he did, meaning I didn't perk as deeply into One-Handed as he did, and he had higher damage output than I did, and was effectively more efficient in melee combat.

The one thing, is that attributes allowed for a greater variety of customization IMO. You could get those 3 core things, but you could also boost your magicka regeneration, your speed, etc.

Personally, I would like to see that returned in some way. Or, maybe instead of Branching Core attributes (As discussed earlier by someone else, and sorry but yes it would make the system waaaay too labyrinthine to be worth the time it would take to balance it all) Maybe branching Skyrim attributes... Select Magicka, Select Spell resistance. Select health, select HP. Select health, select carrying capacity.

To an extent this WAS added in through the perk tree... but sometime some of the perks don't have the greatest reasoning behind the justification of placing them under the purview of one skill or another. Why is Unarmed combat kind of restricted to heavy armor when you really don't want 10 tons of armor holding you down in a fist fight? Why can the only way I can gain telescopic vision via the Bow skill and not a magic skill?

And, weapon damage should be less than it is now, with a greater level of customization: Maybe I want to do bleeding damage with knives instead of JUST axes?

Your choices are more meaningful but you also are limited to the number of choices allowed... Which is one way of doing it, personally I don't like it.

I also think a greater focus on the number of skills and larger perk trees could have made everyone happy.


Mind you I don't find any of this bad enough that I wouldn't play... I think perk trees work pretty well and that the removal of attributes makes playing much more efficient. Still... I would have liked to have seen MORE perks with More skills with More options on the directions I can head with the options I have made.
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hannah sillery
 
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Post » Fri Jun 08, 2012 2:48 am

1. Alduin? When did that happen. Nobody ever mentions you're dragonborn or anything anytime leading up to it.
2. Congratulations, they hail the leader of the Dark Brotherhood and the assassin of a great leader as a random member.
3. same as Dark Brotherhood - rank and position unimportant, just guards recognizing you as being something with the Thieves Guild
4. same as above, except they think you, as leader, still fetch the mead and still just guards
5. same as above - although, since you're forced to join the college for the main quest, everyone has the additional joy of being referred to as a mage... whether they're really a mage or not - how special
6. occasional exception rather than rule has some local guards and the questgiver congratulating you


It is not still there. Faction reputation holds no weight. Disposition holds no weight. Rank holds no weight. All you've listed are vague comments (generalized ones, too... harbringer of the companions fetching mead... forced-into-joining-college warrior Dovakhiin is now seen as a mage) made by some NPCs as an exception rather than a rule.

1. Guards will comment on you beign dragonborn and saving the land from a great Evil after you kill alduin, its one of the most common guard quips I hear
2. Actually they say psst. I know who you are hail sithis, meaning the know who you are regardless of what you current rank is, it does not imply your some random member.
3. Why would the guards know? seriously its not like the thieves guild told EVERYONE. Its both silly and unreasonable to assume they would know.
4. You are not the leader of the Companions, there is no leader. You arej ust the Harbenger an advisor.
5. Thu'um is a form of magic, knowing it makes you a mage, a rare type of mage but one none the less,


Beyond that you are not forced to join the college for the MQ.


Faction and rank held no weight in Morrowind or Oblivion either besides people saying nicer thigns about.
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ashleigh bryden
 
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Post » Fri Jun 08, 2012 2:42 am

1. Guards will comment on you beign dragonborn and saving the land from a great Evil after you kill alduin, its one of the most common guard quips I hear
2. Actually they say psst. I know who you are hail sithis, meaning the know who you are regardless of what you current rank is, it does not imply your some random member.
3. Why would the guards know? seriously its not like the thieves guild told EVERYONE. Its both silly and unreasonable to assume they would know.
4. You are not the leader of the Companions, there is no leader. You arej ust the Harbenger an advisor.
5. Thu'um is a form of magic, knowing it makes you a mage, a rare type of mage but one none the less,


Beyond that you are not forced to join the college for the MQ.
Yes, random, vague, unfitting guard comments. That's not a reputation system.
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Trevi
 
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Post » Thu Jun 07, 2012 11:12 pm

First off.

Character Creation will remain the same. No more Leveling up. No Loot. Less exploration. Mandatory Fast Travel *if you didn't then you would suffer by getting killed by the guards*
No more Magicka. Spells don't require Magicka or Skill. The only Spells available would be this - Fireball, Spark, Ice Spike. That is all !!!

Weapons - Bow, Sword, Axe.

Armor- It will be named .. Armor. No more Light or Heavy. *Medium was taken off long ago*
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Tyler F
 
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Post » Thu Jun 07, 2012 12:44 pm

Beyond that you are not forced to join the college for the MQ.

But you ARE manipulated and/or swindled into it. Last time I chose the "I'm the Dragonborn" option thinking it would allow me a way in without needing to join. Turns out I was wrong. I was not happy, either.
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Jordyn Youngman
 
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Post » Thu Jun 07, 2012 2:49 pm

Here's what's going to happen in TES VI:

Attributes didn't really do much in and of themselves. Mostly they just modified the skills, so they were cutl. In the reworking of the system, they marginalized the skills. Now, the impact of most of the skills is largely negligable. Now you don't level up your skills to actually get better. You level up your skills to increase your overall level and to unlock perks. So they've pretty much been put into the exact same position that attributes were in.

So, in TES Vi, skills will be cut. Leveling will be switched to a straight EXP system and improvement will be solely through perks, renamed skill trees. New tiers in the skill tree will be unlocked according to your level.
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Claire Vaux
 
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Post » Fri Jun 08, 2012 2:02 am

But you ARE manipulated and/or swindled into it. Last time I chose the "I'm the Dragonborn" option thinking it would allow me a way in without needing to join. Turns out I was wrong. I was not happy, either.

So?

It makes sence that to get information from The College, a very secluded and closed off society, that you would have to join it.

IRL many groups wont tell you things until you join them, I would have found it silly if they just let you walk in and start demnaing answers.



Here's what's going to happen in TES VI:

Attributes didn't really do much in and of themselves. Mostly they just modified the skills, so they were cutl. In the reworking of the system, they marginalized the skills. Now, the impact of most of the skills is largely negligable. Now you don't level up your skills to actually get better. You level up your skills to increase your overall level and to unlock perks. So they've pretty much been put into the exact same position that attributes were in.

So, in TES Vi, skills will be cut. Leveling will be switched to a straight EXP system and improvement will be solely through perks, renamed skill trees. New tiers in the skill tree will be unlocked according to your level.


Attributs were not cut, they were merged into the skills, and health/stamina/magic bars they modified.
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Bloomer
 
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Post » Thu Jun 07, 2012 6:07 pm

Duke Patrick's Combat Magic managed to successfuly implement a Ward-equivalent spell into Oblivion, so you are incorrect there.
And reanimating... did you even play Oblivion? http://www.uesp.net/wiki/Oblivion:Reanimate

For me, the new magic system is interesting, but not enough got changed. About 85% of the spells work exactly the same way as before (cast spell for X magicka for an effect that lasts X long). Spellmaking has been replaced with dual-wielding and dual-casting, but it should not have been replaced at all, spellmaking had no reason to be removed (and since it is so easy to break the game balance through smithing and enchanting that argument is invalid).

As for the new stuff, we traded 22 spell effects (more if you count the bound weapon losses in Conjuration) and half of a skill (which was removed in name, in reality, almost every magic skill got stripped down). We got 6 new effects, three new casting methods that are under-used, and one effect revitalized from Daggerfall in return.

I am willing to embrace the new system, but I do NOT believe in any stretch that what we traded it for was a fair deal. Magic got a major dressing-down for Skyrim, as options we had available to us previously are gone when they had no need to be removed.

You edited your post after I responded to it (just as I did with mine apparently), so I'll respond to the rest.

What I will agree with is that the current magic system is not implemented to the fullest of it's potential. But I certainly feel we got a fair deal. I don't really feel anything lacking what so ever in the magic system, and the builds that I've played are all magic heavy.

Would the game be better with some of the removed effects? Yes.
Does the current magic system need those removed effects? No.

I've explained why I feel the Spellmaking system was removed, and no I don't believe it's because it was over powered. I think the current system offers far more potential than Spellmaking ever could, it just wasn't implemented to it's fullest. I think a Spellmaking system needs a bunch of work and tweaking to be compatible with the current mechanics, but I would welcome seeing it if it could be done. But it won't be the same as we've known it in past games, that's for sure.

To be quite honest, what's in the game works so efficiently and fluidly that I don't notice what's missing. And that's when I have to ask myself just how big what was left out really was. When I really don't even notice it while playing the game, then it obviously wasn't that severe to being with.

So yes, adding them would add to the game, but I can't say that the removed effects really worsen the game that they aren't there.
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Kay O'Hara
 
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Post » Thu Jun 07, 2012 2:24 pm

Attributs were not cut, they were merged into the skills, and health/stamina/magic bars they modified.

No, they were cut. Strength affected your encumbrance. Constitution affected your HP and stamina. Intelligence and Wisdom affected your Mana. They cut the attributes and just let you modify them directly.
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Hannah Whitlock
 
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Post » Thu Jun 07, 2012 12:40 pm

No, they were cut. Strength affected your encumbrance. Constitution affected your HP and stamina. Intelligence and Wisdom affected your Mana. They cut the attributes and just let you modify them directly.


No, they cut the LABELS of STG, INT, CON etc., the functions and mechanics those things provided are still in the game.

the mechanics are whats important not the arbitrary label you slap on it.
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Chad Holloway
 
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