Stop trying to insult Xbox players. I'm one now, despite being a PC player until my last computer blew up.
I knew someone who had 3 XBOX consoles break on him before getting a 4th. He clearly saw the need to buy the 2nd, 3rd, and 4th machine despite the repeated misfortune. He wanted something in the console badly enough to not give up. What you said makes me wonder how much of a "PC player" you were.
However... I've not found
any attribute systems to work "Well". Maybe they'll be in a future TES game, but they really don't fit into Skyrim's leveling. I like the new Perks + Magicka/Hitpoints/Stamina trio.
Skills reflect what you've learned this level "Attributes" reflect where you
want your character to go. Having the choices on-level-up be made with foresight instead of in hindsight (As Morrowind and Oblivion's were) takes the fun out of the DING!
Also, no two RPGs can agree on
what the Attributes should be. Fallout's system is just as flawed as any other game's.I don't think he found any of that because the game doesn't expressly hold his hand and lead him too it

I'm wondering why you picked Eldagore's second, weaker, post instead of the earlier one directly above. He laid out a detailed example of why he thinks the Skyrim system is flawed, but you saw fit to address only his remark on console hardware and demographics. I think it is counterintuitive that a muscular warrior nord cannot run any faster than a lanky, fragile elf wizard.
As I said, the attribute system would have to be re-conceptualized. In Morrowind and Oblivion, it's primary goal was to help boost your skills, and provide minor secondary effects. What you describe would require reworking the attributes to make the effects primary and much more noticeable, while dropping or limiting their feedback into the skills. As far as the games have been concerned, increasing your one-handed skill would have the same effect on one-handed weapons as increasing strength. They both cause you to do more damage with one-handed weapons. There's no need for multiple things to control the same stat like that. Personally, if I were to do it, I'd drop how the attributes boost your skills, and just leave secondary effects like increasing carrying capacity, chance for breaking timed spell effects, open more dialog options relating to world history/lore, etc, and have attributes raise in a GCD-like fashion (raising skills will automatically raise their governing attributes). I can understand why Bethesda didn't do this though, because it would've cost more development time that they couldn't spare, with everything else they were working on. The previous system was broken, IMO, and the current way is nicer than how it was.
You can argue unnecessary, but thats only because attributes were never fleshed out like they should have been. Fallout 3 did this, but then they decided not to even roll with that sort of system. Skills are supposed to govern your characters direct interactions with the world and how things pan out. Attributes do this as well, though in a different way from skills. Think skills as direct, attributes as indirect. Someone with a lot of strength but little skill could do some damage with a sword just the same as someone with a lot of skill but little strength could do with a sword. Attributes are the backbone of skills, that give them actual power (instead of just being pulled out of the characters rear-end) and in order to gain these attributes you have to push forward with skills, which are your direct interactions with the world beyond basic things that aren't so deep as to require a skill (such as eating or simple movement). What attributes should ALSO do however is govern those things that skills don't have to or won't be able to cover. Things like being able to lift that heavy board off the door or pull that rusty lever. Things like being able to outwit another character in speech or intelligence (by way of accessing reply options otherwise not accessible). They should govern how people see you without ever speaking with you or fighting you. LUCK, nuff said. They should be able to govern your ability to break out of spells (like paralysis or something similarly detrimental such as a drain strength spell) through sheer willpower. If we want to throw in more hardcoe elements, endurance should have massive effects on determining your ability to survive across the board, from resisting a cold winter night to dealing with your stab wounds. And so on and so forth. If the system was fleshed out like that, we would all be saying that attributes compliment skills and vice versa, and only overlap in one area of their function.
I think the root problem might be the fact that Attributes are easily mutable during the "learn by use" gameplay. Remember how hard it is to raise SPECIAL in Fallout 3? You could only expect to raise each SPECIAL once, that's it. What you chose at the start of the game had far-reaching consequences for the rest of the game. By contrast, the entire TES series lets you raise attributes as you leveled up. Arena and Daggerfall let you pick whatever attributes you pleased. Morrowind and Oblivion placed restrictions: you could only raise attributes of skills you used, and how much you used those skills. In this sense, the "learn by use" mantra of Daggerfall became mandatory in the succeeding two games.
When they reduced the skills, but much more so when they forced the player to earn attribute points based on skill progression they really started to mess it up. in daggerfall, you could level up by using destruction spells, and then put all attribute points into STR. or luck, or INT. In morrowind, if you swung swords you got STR points. Didnt matter if you thought your character would benefit more from speed, STr it is or waste the attribute bonuses. This was the begining of the redundancy the developers talked about- THEY MADE IT THAT WAY THEMSELVES!! Further reductions to the skills etc in Oblivion added to the problem. Then we just junked the whole system for Skyrim.
Here it is, I think this is a good summation of the issue. Bethesda made no attempt to overhaul it. These are probably the sorts of opinions floating around about how a skill interacts with an attribute:
- Swinging a sword so many times should make someone physically stronger
- Swinging a sword so many times should not make someone physically stronger
- Swinging a sword so many times should make someone improve in any capacity at all, even if he only gets smarter
I think what was frustrating with Morrowind and Oblivion is that swinging a sword had a limit to how much a person got physically stronger at
every level up.
"Ugh, I have to swing this sword xx amount of times but not more than yy amount of times!"
Isn't this what people complain about?
Skyrim still arbitrarily staggers the "learn by use" philosophy. The difference in damage between level 100 and level 10 in One-Handed has nowhere near as much an effect as buying the damage perks in those trees. The skill by itself is just a maximum +50%, while perks exceed +100%. You still practice the skill, but never truly get better at it from practice. Instead you just brighten a magic star to instantly make you hurt someone 20% more with your axe. This isn't any more natural than raising Strength by 5 points in a menu, like in Daggerfall. You spend 1 perk point, and 1 attribute point, at level up in Skyrim like you spend 6 points per level up in Daggerfall. You can spend that 1 perk point on any skill, and 1 attribute point on any attribute point, just like you can spend 6 points on any attribute in Daggerfall.
Here's my suggestion. Rather than a per-level restriction, instead have it so that after swinging a sword so many times
in total, my physical strength will not rise. Ever notice how in weight-training, you need to increase the weight rather than reptitions if you want become stronger? Wielding a warhammer would make you stronger than wielding a sword, up to a point.
How about in order to get the really high damage increase, your character has to actually prove himself for it, like a test or trial. Bear with me here, once you accomplish this trial, you've reached an
achievement, that now you have some sort of boon, like a
perk, that you can now do when you couldn't before. If only such a thing existed...
Oh right, Fallout New Vegas did that already. When you slew enough radscorpions and deathclaws, you directly became better at killing them.