UPDATE 1/28/12: Please check out http://www.gamesas.com/topic/1282462-wipa-detailed-anolysis-on-the-perk-and-leveling-system/page__view__findpost__p__20177427 for progress on my redesigned perk trees and skills for Heavy Armor and Two-handed. 2 Skills down, 14 more to go!!
UPDATE 12/27/11: Please check out http://www.gamesas.com/topic/1282462-wipa-detailed-anolysis-on-the-perk-and-leveling-system/page__st__30__p__19915636#entry19915636 for a detailed design document on the "pillars" of each skill, which will be used as a foundation for all perks, and design changes to leveling/skills.
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It seems like every TES game has some kind of broken, unbalanced or archaic major game mechanic that doesn't scar the experience, but brings it down to what it could be [img]http://www.gamesas.com/images/smilie/tongue.gif[/img]
For Morrowind it was the fact that the game was too heavily focused on tabletop RPG mechanics that it made combat tedious with dice-roll chances, for Oblivion it was the level scaling for enemies and creatures, and it seems Skyrim's game mechanic issue this time around is in the perks system.
The Idea Behind Perks and Skill Progression:
I believe the idea was simply to make it so classes are no longer a thing at all, and instead it's more about what you do that defines your "class" naturally. That every time you level up you could choose to further hone a skillset within your skill, augment abilities or enhance the abilities of the skill with a perk. Loads of depth within each skill and how it can be developed, so that the fact that there are less skills does not mean there is less depth. However, it had to be easy to use and be intuitive in how it worked throughout the whole experience the player had, from level 1 to level 50.
The Reality:
Unbalanced mess that lacks depth in a lot of areas. Despite getting rid of classes in Skyrim, its now more important than ever to dedicate yourself to a specific class specilization. In previous elder scrolls games, it was possible to play jack of all trade characters and play them well. While such characters were never masters of any of their skills, they had a lot of skills to work with, which made them slightly more flexible. In Skyrim, this isn't possible - "Jack of All Trades" will get completely crushed compaired to specilizers in one or two skills.
This is because of perks now becoming the most important thing to become powerful instead of simply getting good at a skill. For most skills, the number value of the skill is entirely useless compared to the perks that give you up to 100% damage bonuses. And to make it worse, the level scaling and difficulty curve is balanced expecting you will get these perks. AND to make it even worse than that, EVERY skill contributes to a level up (which determines how hard the creature spawns are), even usless skills you didn't want to level up but naturally did anyways.
All of these things tie together to make it extremely important to specilize your character builds right from the get-go. Ironically when Bethesda implemented such a system like this, they got rid of classes. You can probably see why there are plenty of people out there who are playing characters that are extremely difficult to play as due to not picking the right perks or skills to focus on.
Certain skills were also completely sidelined, such as Smithing. The skill number itself for this skill is totally useless - the only thing this skill is about is unlocking perks. Which is completely broken of a design system in my eyes.
Detailed Look into Why the Current System svcks
Lets break it down:
- Perks are now more important than skills. While perks are a great idea, the way they are implemented is not. Many offensive skills have perks are simply buffs increasing DPS - a role that the skill itself should be playing. This makes it so unless you specilize all your perks in a skill you will never really be that good in it. If you have 100 in 2handed for example but no perks, you will produce much less DPS than a player who has 60-70 skill in 2handed but all the perks for that weapon up to that point. Isn't it kind of backwards that someone with a higher skill actually uses the weapon WORSE?
- Many perks go against the "class" (or role) the skill fufils. That is to say, many skills have perks that eliminate skill boundaries that make the skill unique. Such as, Heavy Armor has a perk that makes it so the armor is weightless... why? Isn't the point of heavy armor that it is heavy? This unbalances the pillars that make up each skill.
- Your skill level in a skill isn't used all that much to determine how good you are in it. Instead, Bethesda offloaded this important duty to the perks.
Every skill contributes equally to a level up. This has many problems, the largest of which being that if you are an explorer who likes to read skillbooks then you'll find yourself leveling up a bunch of skills that you don't really use. Not a big deal right? Well it is if every single skill point you earn contributes equally to you leveling up, which controls when you can apply perks to skills and how tough the enemies you face are. A player who only levels up using skills he always uses will be many times more powerful at level 20 than a more exploratory or experiemental player. While specilizing has always been strong in any RPG, in Skyrim, the game will kick your ass if you don't.- Weapon Specilization, as implemented, is very shallow. The idea that you can specilize within each skill twoards specific weapon types you use most often was a system that got me pretty excited. I loved the idea that if you were good with greatswords you could still have a degree of skill using a battleaxe, but you'd have a nice specilization in greatswords as your "weapon of choice". However the current system is very shallow - each weapon type is only represented by one stacking perk that has a minor effect.
Key Guidelines on Rebalancing the Perk/Leveling System
Here's a few points I feel are crucial in doing a redesign of the perk/leveling system in Skyrim, to follow in accordance with the main ideals behind the system and to allow for a more fun, balanced and deep progression system.
- First of all, the most important thing that needs to be done is that all skills and skill trees need to have "pillars" that establish what makes that skill unique, and what role that skill fills, and to never break these pillars when designing perks or abilities for a skill. What I mean is, that each skill should be a class in of itself, and fill a special role that makes that "class" unique against all other skills.
For example, lets look at the Heavy Armor skill. What are the defining pillars that make the Heavy Armor skill unique? High level of damage absorbion which allows for tanking, however you use up more stamina, they weigh alot, and you can't be as manuverable in them. These pillars that make up this skill should never be removed, only adjusted, built on, or augmented. Yet when we look at default perks that come with the skill, we see the very roles that Heavy Armor fills being abolished. Perks like "Heavy Armor now weighs nothing" and "You are completely silent in heavy armor" are incredibly unbalancing in the sense that what makes heavy armor balanced compaired to other armor types is completely gotten rid of with those perks. - Perks should NEVER assume the role of the skill. What I mean by this is that generally all things related to overal natural progression in speed, DPS, armor rating, and magckia usage should all be things controlled by the skill itself. Perks shouldn't control these things, only augment or add versatility. Why? Because it means that only people who focus on perking a skill will ever do good in that skill, and it requires the player to spend all their perk points on damage bonuses and defensive bonuses in order to do any good with the skill. This gets harder and harder to do as players level up more, as they begin to run out of "perk points" early on to spend, and getting perk-points becomes more and more rare.
- Weapon specilizaion should be deeper, making it so players can truely hone their abilities with a specific weapon type, but yet still be able to weild all weapons within the skill the weapon belongs to effectively.
- All skill increases should NEVER contribute equally to a level up. This makes it very unbalanced in the favor of power-gamers, and makes it so players who naturally level up certain skills will be weaker overall compaired to those that do not. While I doubt it'll be possible or fun to re-implement Major/Minor skills, I feel like a good way to address this issue is to make it simply so that increasing low-level skills contributes less to leveling up compaired to increasing higher level skills. In otherwords, If I level up block from 60 to 61, I would gain twice (or so) the amount of "level up experience" as I would if I leveled up block from 30 to 31.
This in effect would make it so getting lots of skill increases in "minor" skills you aren't using don't contribute equally to increasing skills you do use. And as such, leveling would natually be slightly slower starting out but be boosted if you specilize. This makes the difficulty curve much more natural, and makes it so if you are a "Jack of all trades" you don't cause cause yourself to over-level. Mixed with the above guideline that all perks should never take the role of the skill, slower leveling doesn't mean you are inherently many times weaker than someone who leveled faster by leveling up their main skills only. - Specific to skills that require you to unlock perks in order to use the "next teir" of spells, items, etc: this behavior needs to be replaced entirely and instead made it so the skill itself fufils these roles. For example, lets take Smithing, a useless skill where the only goal is to try and unlock the next perk, and it hard-locks you out of any kind of crafting until you get this perk.
This needs to be removed. Instead, make it so you can craft any type of item anytime, but have your skill affect how successful you will be, and how long it will take to craft. So if you try to craft Daedric at 25 smithing, it might take maybe 30sec-60sec of "animation time" before you have the results, and almost a 99% chance of failure. Items will still be used up if you fail, and you'll still gain a small bit of skill increase even if you fail. However at skill level 90, you'll have almost a 1% chance of failure to craft daedric and the animation will either be almost instant or only be a few seconds.However to prevent players from just making any type of armor from the get-go, you'll need to have at least one weapon or armor of the weapon or armor you want to craft before you can start making the full set. In other words, in order to make a Daedric Longsword, you'll need to find another daedric longsword or weapon to "learn" how daedric weapons work. You will at first only be able to make a clone of whatever you find. So if you have a Daedric dagger but want to make a longsword, you'll first need to make a clone of the dagger (whcih will consume the original). If you are successful, you will unlock all daedric weapons for crafting, and then you can try and make your longsword.
This does two things: Makes it so even if you have smithing of 100, you can't magically never be able to make higher level armors, and makes it so you can't powerlevel smithing to get Daedric at an absurdly early time.However at the same time, gettng daedric and other high level armors/weapons early is part of the fun in the skill, so the above changes would work best along side a mod that makes it possible to randomly find the occasional high level gear earlier on (if this isn't already possible).Another effect of this is that people will be discouraged from saving and reloading constantly to exploit the random chance system. This is because of the animation times - if you are low level and try to craft something high level where you only have a 1% chance of succeeding, you'll be much less inclined to exploit the chance by reloading saves if you have to wait through a 30sec-1min long animation every time.
So what about the perks themselves? I feel smithing perks would be best based around whatever enhances the pillars that make smithing a unique skill/class. In other words, stuff geared around armor/weapon enhancements, making it easier to find certain weapon types, able to do more with ingots, etc.
The above changes required to rebalance smithing/enchanting/etc would be so extensive that they'd probably need a seperate optional ESP/mod made all together though. Especially if players prefer the old exploitable system.
I'm open to critques to my methods, and open to any ideas of how to actually develop the "pillars" that should make up each skill, as well as the perks that need rebalanced. Reason why I am posting this here isntead of keeping it internal is I feel like we can come up with a better mod by having an open floor discussion on the matter versus trying to do it all by ourselves [img]http://www.gamesas.com/images/smilie/smile.gif[/img] My goal with my ideas and guidelines are to follow in Bethesda's ideals and spirit behind the new leveling system, not to completely replace it. Something that seamlessly works well with the delecate balance of the established game rules, and works well from a lore+gameplay standpoint.


there is alot of fine tuning needed for the level system and somehow I can't understand how the actual system should allow more freedom than before....
Would be a fun combo!