Constant removal of features, Pt. 2

Post » Fri Jun 08, 2012 4:48 am

Then you don't really have to do it purely on damage base alone. What High Elves to just generally feel better as Mages while separating them more than just with a +50 Magicka? Then, as I suggested, additional Stamina based on amount of Magicka you have. Small but constant bonuses to Magicka on Level Up even if you don't upgrade Magicka, that eventually gives High Elves a Magicka pool far higher than any other race at end game.

I said +5 damage, not +5 skill. Training could still catch up to, or perhaps overcome, birth.

And again, I never said making a highly gifted/powerful Warrior out of a High Elf should be impossible. I said it should be hard. Right now, it's not that hard.
You know, there's quite some contradictions here (I mean, even in what I say). Are Altmers really better or not than Orcs at magic?

At level one, yeah by a LONG shot thanks to that very powerful +50 magicka bonus. Don't believe me? The main factor that determines how good at (combat) magic a character is lingers on those two questions : can I finish the next encounter before I'm out of magicka, and if not, how long will I need to regen enough magicka to end it. The Altmer racial bonus gives them at level 1 50% more spells to cast before point 1 becomes an issue, and they ALSO regen 50% more magicka per second which also makes them much better for point two. As such, there's NO doubt an Altmer is a plain better mage than any other race at starting levels. And I didn't even talk about their racial power yet.

Orcs are better warriors than Altmers mostly thanks to their racial power though. That and the fact they usually get a couple levels earlier the main perks in the melee weapon skills thanks to their headstart.


And it's so much different when every NPC in a town says the same exact thing when you click "rumors" in Morrowind?
You know, it's a lot different I'd say. When you walk up to someone and ask them about that big building in the middle of town, in Morrowind everyone would say the exact same thing. And that's mostly all there is to it. Just some general vague info about the subject.

But in Skyrim it's bad. It's bad because it's NOT about you asking info on a vague topic and getting a standard fit all answer. Skyrim is a world were (if we are to believe what we see) each time you meet someone in the streets you didn't see more than 1h ago, you'd imediatly say "Hello good day to you. I used to be a doctor you know". Every single time, even if that person was just walking past you without paying you any attention at all, and always always you'd add the second part with those exact same words despite the fact nobody cares at all.
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Jordyn Youngman
 
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Post » Thu Jun 07, 2012 1:38 pm


That is -exactly- what an Attribute is...
And yet they represented more and gave more variable. Which is -exactly- what we want.
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Ellie English
 
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Post » Fri Jun 08, 2012 3:44 am

You know, there's quite some contradictions here (I mean, even in what I say). Are Altmers really better or not than Orcs at magic?

At level one, yeah by a LONG shot thanks to that very powerful +50 magicka bonus. Don't believe me? The main factor that determines how good at (combat) magic a character is lingers on those two questions : can I finish the next encounter before I'm out of magicka, and if not, how long will I need to regen enough magicka to end it. The Altmer racial bonus gives them at level 1 50% more spells to cast before point 1 becomes an issue, and they ALSO regen 50% more magicka per second which also makes them much better for point two. As such, there's NO doubt an Altmer is a plain better mage than any other race at starting levels. And I didn't even talk about their racial power yet.

Now talk about levels 5 - 81.
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Daramis McGee
 
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Post » Thu Jun 07, 2012 10:41 pm

And yet they represented more and gave more variable. Which is -exactly- what we want.
I'm of the school that something that represents more in a computer RPG game rules isn't such a good idea in the first place. Catch all multipurpose numbers that affect nearly every you do doesn't promote nice variety in the "builds". The largely decoupled and independent skills in Skyrim coupled with the modularity and restrictions of perk numbers make more for diversity than the bland "everything at 100" attribute system there was in past instalements.

Perks in Skyrim could be a lot better than they are currently though and add a lot more variety, I won't dispute that. The whole of them form a rather boring picture but the idea is very sound and has room for a lot of improvement. If only they put a real game designer behind them instead of asking an artist to make nice looking constelations and try to fit the perks on them which inevitably ended up as extremely linear :/
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Shannon Lockwood
 
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Post » Thu Jun 07, 2012 8:04 pm

Except - it doesn't

Every conjurer is the same as all others. Everyone who uses a Long Blade is the same as all others that do. Everyone who Sneaks is the same as all others who do too.

Skyrim allows numerous specializations within each skill, meaning there are not only 18 skills to master, but different specializations within each one. So 18 skills branches out to 36 skills / sub specializations (that's being conservative, as that's only *doubling* the 18 skills by assuming each skill has 2 paths, but many skills have multiple paths - I.E.: Conjuration has Conjuring, Reanimation, and Bound Weapons [3 paths], One-Handed has specializations for Blade, Mace, and Axe [3 specializations] along with power attacks and dual wielding [2 more specializations] - if we actually follow the actual math of each path each skill has, you'd end up with with even more than that)

Morrowind had 28 skills.

Skyrim has > 36 specializations.

So what has more now?

The options for combat are wonderful in Skyrim, but what about non-combat skills like Speechcraft, Bartering, and Luck? Those are essential to RPGing, but Bethesda cut those functions out and made it a combat-centric game. Essentially, Bethesda is saying you must fight in the game, so choose magic or combat. Sure, there's stealth, but there's no option to do what a good thief does which is to solve problems without being seen and without murdering anyone. There are only a handful of quests that involve the use of Speechcraft, rendering it almost completely useless. Any quest that does incorporate Speechcraft, you can still get around it and solve the quest. So essentially, no matter who your character is or what his/her skills, they can get the job done.

What's the point in that? Shouldn't there be things I can't do without the necessary skill? That's what is supposed to make my character specialized and diverse from someone else's.
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Lauren Denman
 
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Post » Thu Jun 07, 2012 3:20 pm

The options for combat are wonderful in Skyrim, but what about non-combat skills like Speechcraft, Bartering, and Luck? Those are essential to RPGing, but Bethesda cut those functions out and made it a combat-centric game. Essential Bethesda is saying you must fight in the game, so choose magic or combat. Sure, there's stealth, but there's no option to do what a good thief does which is to solve problems without being seen and without murdering anyone. There are only a handful of quests that involve the use of Speechcraft, rendering it almost completely useless. Any quest that does incorporate Speechcraft, you can still get around it and solve the quest. So essentially, no matter who your character is or what his/her skills, they can get the job done.

What's the point in that? Shouldn't there be things I can't do without the necessary skill? That's what makes my character specialized and diverse from someone else's.

so having prices go down based on your speechcraft skill further supplimented by perks in the skill tree means the system is remeoved entierly?


Also Luck exists in the lockpicking skill tree, two perks increase the amount of gold and special items you find, esentially replicatiing the use of LUCK in games, which was largely a "get more gold" attribute.
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Claudia Cook
 
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Post » Thu Jun 07, 2012 4:03 pm

And yet they represented more and gave more variable. Which is -exactly- what we want.

Except - it didn't.
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His Bella
 
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Post » Thu Jun 07, 2012 8:52 pm

I'm of the school that something that represents more in a computer RPG game rules isn't such a good idea in the first place. Catch all multipurpose numbers that affect nearly every you do doesn't promote nice variety in the "builds". The largely decoupled and independent skills in Skyrim coupled with the modularity and restrictions of perk numbers make more for diversity than the bland "everything at 100" attribute system there was in past instalements.

Perks in Skyrim could be a lot better than they are currently though and add a lot more variety, I won't dispute that. The whole of them form a rather boring picture but the idea is very sound and has room for a lot of improvement. If only they put a real game designer behind them instead of asking an artist to make nice looking constellations and try to fit the perks on them which inevitably ended up as extremely linear :/
Representation is all RPGs have ever been. Page me when we have Holodecks.
Variables=a believable reality
I'm not sure if you know but if it is like this then... well, /sigh

Weapon damage, is it simply: Weapon Base Damage x Skill Level x Perks?
What else could it be? I am he who was once him, so yes, I do know.
:biggrin:

Except - it didn't.
And again, you are in denial of what they did, or, like I think, never really played any older ES. If you were a ship, you'd be Bukee, and Dragonborn1 class, so we all know how much validity your opinions have.
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LADONA
 
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Post » Thu Jun 07, 2012 2:50 pm

so having prices go down based on your speechcraft skill further supplimented by perks in the skill tree means the system is remeoved entierly?


Also Luck exists in the lockpicking skill tree, two perks increase the amount of gold and special items you find, esentially replicatiing the use of LUCK in games, which was largely a "get more gold" attribute.

Aside from pricing, where is Speechcraft useful?
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Damned_Queen
 
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Post » Thu Jun 07, 2012 3:09 pm

Aside from pricing, where is Speechcraft useful?

I can think of at least 10+ quests that had a speechcraft options that let you get through the quest easier.

Beyond that however speechcraft has always been 95% about getting better prices.
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Heather M
 
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Post » Thu Jun 07, 2012 11:47 pm

so having prices go down based on your speechcraft skill further supplimented by perks in the skill tree means the system is remeoved entierly?


Also Luck exists in the lockpicking skill tree, two perks increase the amount of gold and special items you find, esentially replicatiing the use of LUCK in games, which was largely a "get more gold" attribute.

Don't get me started on the flawed economics in the game. You can literally make enough gold to buy a house in an hour worth of gameplay. That's what makes the Speechcraft tree so useless. You can get rich even at level 1 and with the base Speechcraft skill.

The Lockpicking tree is nice for finding treasures and gold, but again, this goes back to my statement about Skyrim's unbalanced economy.
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Greg Cavaliere
 
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Post » Fri Jun 08, 2012 1:41 am

Don't get me started on the flawed economics in the game. You can literally make enough gold to buy a house in an hour worth of gameplay. That's what makes the Speechcraft tree so useless. You can get rich even at level 1 and with the base Speechcraft skill.

The Lockpicking tree is nice for finding treasures and gold, but again, this goes back to my statement about Skyrim's unbalanced economy.

All RPGs have an unbalanced enomy, everything from Neverwinter Nights all the way to the FPS/RPG hybrid of STALKER.

It is partically impossible not to.
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James Smart
 
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Post » Thu Jun 07, 2012 10:45 pm

Representation is all RPGs have ever been. Page me when we have Holodecks.
Variables=a believable reality
A perk is a variable. A skill is a variable. By that account, there are easily a lot more variables in Skyrim than in past games.

Aside from pricing, where is Speechcraft useful?

Aside from pricing, where was mercantile useful in past games? Why are so many of those that complain that Skyrim was dumbed down because so and so feature is missing when most of those features never really existed in the first place in the older games?
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jadie kell
 
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Post » Thu Jun 07, 2012 10:07 pm

I can think of at least 10+ quests that had a speechcraft options that let you get through the quest easier.

Beyond that however speechcraft has always been 95% about getting better prices.

In Morrowind, Speechcraft played a tremendous role. With a low Speechcraft skill, you couldn't access certain information about quests. Worse yet, if your disposition with a merchant was too low, they'd refuse to serve you. That has major implications on your interaction with the game and strategy.
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Charlotte Buckley
 
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Post » Thu Jun 07, 2012 10:30 pm

I can think of at least 10+ quests that had a speechcraft options that let you get through the quest easier.

Beyond that however speechcraft has always been 95% about getting better prices.

So... 10+ quests in... how many?

And wasn't that what Mercantile was for? And Haggling? And Disposition?

Aside from pricing, where was mercantile useful in past games? Why are so many of those that complain that Skyrim was dumbed down because so and so feature is missing when most of those features never really existed in the first place in the older games?

And Haggling? And Disposition?
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Emma Parkinson
 
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Post » Fri Jun 08, 2012 3:52 am

In Morrowind, Speechcraft played a tremendous role. With a low Speechcraft skill, you couldn't access certain information about quests. Worse yet, if your disposition with a merchant was too low, they'd refuse to serve you. That has major implications on your interaction with the game and strategy.

All those quests that "needed" it had alternate means to get said infroamtion, rendering the deposition partically useless.


So... 10+ quests in... how many?

And wasn't that what Mercantile was for? And Haggling? And Disposition?

Haggalng was preety useless in past games. to the point I forgot it was there becuase no matter what my merchentile skill was andn o mater how high thier deposition was they never budget more then a few gold coins
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Davorah Katz
 
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Post » Thu Jun 07, 2012 9:18 pm

A perk is a variable. A skill is a variable. By that account, there are easily a lot more variables in Skyrim than in past games.

Dude, play Skyrim. We have less variables, fact. Like I said before, half the perks are numerical variables, adding nothing new to what was already there, a fourth of the other perks were already represented through other means in previous ES, or they are magical prerequisite reductions. While I want perks AND attributes, the perks as is, in Sky don't add a whole lot of diversification. Very few are actually unique. Also, perks are perquisites, not inherent defining variables. they represent two different things. How hard is that to understand?


...MK, Merari school these fools. God knows where gpstr went. Maybe hes a Sherpa now, I don't [censored] know?
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MARLON JOHNSON
 
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Post » Thu Jun 07, 2012 8:50 pm

All those quests that "needed" it had alternate means to get said infroamtion, rendering the deposition partically useless.

Not useless.
An alternaticve way. Which is something that Skyrim sorely lacks.
An RPG needs many routes to the same goal. Replayability needs it even more.
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Pants
 
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Post » Thu Jun 07, 2012 2:10 pm

All those quests that "needed" it had alternate means to get said infroamtion, rendering the deposition partically useless.

That's the nature of RPGing. There are alternative ways to get things done, so what if I want to use Speechcraft to get that information? That's my point exactly.
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Chris Johnston
 
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Post » Thu Jun 07, 2012 2:02 pm

That's the nature of RPGing. There are alternative ways to get things done, so what if I want to use Speechcraft to get that information? That's my point exactly.

In Skyrim they give you an alternate way usually by beating the crap out of siad person with your fists, Or using intemidation which is also dependant on your level.
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suzan
 
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Post » Fri Jun 08, 2012 4:57 am

The options for combat are wonderful in Skyrim, but what about non-combat skills like Speechcraft, Bartering, and Luck? Those are essential to RPGing, but Bethesda cut those functions out and made it a combat-centric game. Essentially, Bethesda is saying you must fight in the game, so choose magic or combat. Sure, there's stealth, but there's no option to do what a good thief does which is to solve problems without being seen and without murdering anyone. There are only a handful of quests that involve the use of Speechcraft, rendering it almost completely useless. Any quest that does incorporate Speechcraft, you can still get around it and solve the quest. So essentially, no matter who your character is or what his/her skills, they can get the job done.

What's the point in that? Shouldn't there be things I can't do without the necessary skill? That's what is supposed to make my character specialized and diverse from someone else's.

At least they made the stuff on the shelves respawn, so a thief can go in someone's house and steal everything on the shelves and then come back a month later and hit it again. Something you could not do in Oblivion or Morrowind because the stuff on the shelves never respawned.
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Tanya
 
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Post » Fri Jun 08, 2012 3:15 am

In Skyrim they give you an alternate way usually by beating the crap out of siad person with your fists, Or using intemidation which is also dependant on your level.

Can you intimidate Bandits from not attacking you?
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Jeff Turner
 
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Post » Thu Jun 07, 2012 1:08 pm

At least they made the stuff on the shelves respawn, so a thief can go in someone's house and steal everything on the shelves and then come back a month later and hit it again. Something you could not do in Oblivion or Morrowind because the stuff on the shelves never respawned.

That is nice. I do like how most of the shopkeeper's inventory is in sight and updates regularly, which makes for more sustainable thieving.
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Lisha Boo
 
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Post » Thu Jun 07, 2012 6:26 pm

Can you intimidate Bandits from not attacking you?
Well sure you can. At least I did it once that I remember but mostly I've been going through two ways to handle bandits so it doesn't happen often :
1) they didn't see me
2) they didn't see me before getting turned to ashes by a fireball
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Mackenzie
 
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Post » Thu Jun 07, 2012 8:53 pm

Can you intimidate Bandits from not attacking you?
In Oblivion, a high personality, could yield to certain otherwise always hostile NPCs, and enemies. Not dialogue per se, but a representation of the personable means of neutralizing conflict. The same exact attribute variable that let you wield weapons around the Unicorn without it going insta aggro.
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Susan Elizabeth
 
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