An idea concerning Athletic and Acrobatic skills in Skyrim

Post » Wed Jun 13, 2012 6:16 pm

Implement both skills passively in Heavy and Light Armor, the higher your skill in armor skills, the faster you are In them (with the addition of the perks) and the higher you jump in them. Do you guys agree, or think it is a viable idea?
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Genevieve
 
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Post » Thu Jun 14, 2012 12:04 am

Yeah i think anything's viable if bethesda can make an entire useless skill tree like lockpicking. Seriously, who in their right mind even wastes the perks to get something like "makes novice locks easier" Novice locks easy as [censored] at level one, theres no point to ever get the first perk, or even the second one which makes the entire skill tree useless to me, not to mention unlimited lockpicks are easy to come by, even from non thieves. Even though with every character i get that skill almost maxed (because theres no alternative to opening locks anymore) i never spend one perk in the tree.
I would have perferred if they implemented the lockpicking with sneak or something and made athletics/acrobatics its own skill tree. I literally took acrobatics on almost every character ive ever made from morrowind to oblivion.
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Chloe Mayo
 
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Post » Wed Jun 13, 2012 7:07 pm

Things I and many of the Skyrim fans would like to see

1. Jumping Height Enchantment for Boots? Maybe x2,x3,x4 of Players current jumping height. Using this Enchantment would be optional for users

2. Maybe a x2,x3,x4 of Players current jumping height for a Vampire Perk Tree. Picking this skill would be optional for users.

The suspense of the Dlc is under wraps I know. But would this even be considered? This would enhance the games playability for Stealth characters. Thanks
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Sabrina garzotto
 
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Post » Thu Jun 14, 2012 2:16 am

Honestly, I think passive skills are what need to go. The leveling system is built around improve through use, but how do you "use" your armor skills? You get hit while wearing them. It's weird, and it's counter intuitive . Players are supposed to avoid taking damage. Armor should have set values. Heavy should slow you down while offering more protection. Light armor offers the opposite.

Then bring back athletics and acrobatics as active skills. Athletics is improved when sprinting. As you improve, you'd run faster and further. Acrobatics needs to be retooled a little. When you land after a jump, you should not be able to immediately launch off into the next leap. You should hit the ground hard, forcing you to pause a moment before jumping again. This would prevent people from jumping everywhere they went as it becomes a slower means of travel than jogging or riding a horse. As you level acrobatics, you are able to jump higher and further. Combining a high athletics skill with a high acrobatics skill should allow for longer leaps.

The level design should also be built around accommodating these abilities. Certain areas and paths should only be reachable by characters with the required acrobatics prowess.
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LijLuva
 
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Post » Wed Jun 13, 2012 10:20 pm

lock picking is really useless, i would love to see an acrobatics skill tree. I play stealth assassin and would welcome the change with open arms
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Code Affinity
 
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Post » Wed Jun 13, 2012 10:07 pm

Honestly, I think passive skills are what need to go. The leveling system is built around improve through use, but how do you "use" your armor skills? You get hit while wearing them. It's weird, and it's counter intuitive . Players are supposed to avoid taking damage. Armor should have set values. Heavy should slow you down while offering more protection. Light armor offers the opposite.

Then bring back athletics and acrobatics as active skills. Athletics is improved when sprinting. As you improve, you'd run faster and further. Acrobatics needs to be retooled a little. When you land after a jump, you should not be able to immediately launch off into the next leap. You should hit the ground hard, forcing you to pause a moment before jumping again. This would prevent people from jumping everywhere they went as it becomes a slower means of travel than jogging or riding a horse. As you level acrobatics, you are able to jump higher and further. Combining a high athletics skill with a high acrobatics skill should allow for longer leaps.

The level design should also be built around accommodating these abilities. Certain areas and paths should only be reachable by characters with the required acrobatics prowess.

This man has the right idea. I've thought the same myself.
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Shirley BEltran
 
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Post » Wed Jun 13, 2012 10:56 pm

I would love to see these to skills return, let athletics determine how long you fan sprint.

Agility could also be used to determine your jump height and so on.
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Jason Rice
 
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Post » Wed Jun 13, 2012 7:05 pm

Honestly, I think passive skills are what need to go. The leveling system is built around improve through use, but how do you "use" your armor skills? You get hit while wearing them. It's weird, and it's counter intuitive . Players are supposed to avoid taking damage. Armor should have set values. Heavy should slow you down while offering more protection. Light armor offers the opposite.

Then bring back athletics and acrobatics as active skills. Athletics is improved when sprinting. As you improve, you'd run faster and further. Acrobatics needs to be retooled a little. When you land after a jump, you should not be able to immediately launch off into the next leap. You should hit the ground hard, forcing you to pause a moment before jumping again. This would prevent people from jumping everywhere they went as it becomes a slower means of travel than jogging or riding a horse. As you level acrobatics, you are able to jump higher and further. Combining a high athletics skill with a high acrobatics skill should allow for longer leaps.

The level design should also be built around accommodating these abilities. Certain areas and paths should only be reachable by characters with the required acrobatics prowess.
I agree and second everything you said very well put my friend.
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Jennifer May
 
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Post » Thu Jun 14, 2012 2:17 am

Honestly, I think passive skills are what need to go. The leveling system is built around improve through use, but how do you "use" your armor skills? You get hit while wearing them. It's weird, and it's counter intuitive . Players are supposed to avoid taking damage. Armor should have set values. Heavy should slow you down while offering more protection. Light armor offers the opposite.

Then bring back athletics and acrobatics as active skills. Athletics is improved when sprinting. As you improve, you'd run faster and further. Acrobatics needs to be retooled a little. When you land after a jump, you should not be able to immediately launch off into the next leap. You should hit the ground hard, forcing you to pause a moment before jumping again. This would prevent people from jumping everywhere they went as it becomes a slower means of travel than jogging or riding a horse. As you level acrobatics, you are able to jump higher and further. Combining a high athletics skill with a high acrobatics skill should allow for longer leaps.

The level design should also be built around accommodating these abilities. Certain areas and paths should only be reachable by characters with the required acrobatics prowess.

Sounds good to me too.
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matt white
 
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Post » Wed Jun 13, 2012 10:29 pm

If they bring back acrobatics somehow, I hope that the dodge roll ability returns too. It's fun avoiding attacks by rolling out of the way.
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maddison
 
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Post » Thu Jun 14, 2012 12:52 am

Let's face it, armour skills aren't going, neither is lockpicking, and while we are at it, the dlc isn't going to bring back spellmaking or unarmoured or thaurmaturgy. Given that, what could they do? Adding new perks to existing skill trees seems fine, (though adding acrobatics and athletics to armour skills? Seems a bit odd that you can't run faster or jump longer if you never wear armour.) The trouble with this is your old characters can't take advantage if they are high level already.

So what could be added so that old and new characters get the new benefits? Simple. Health is always necessary and helpful, magicka is absolutely essential for mages, but stamina can be rendered useless with certain foods, or the respite perks for spellswords/battlemages. IF there was a passive increase in run speed and jump height, just 1% or so, with each level up at which stamina is taken, and fortify stamina effects only affected combat, not mobility, then you have an increase which can be added to your favourite existing characters, and taking stamina over health or magicka becomes a more attractive option.
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Christina Trayler
 
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Post » Thu Jun 14, 2012 1:46 am

If they bring back acrobatics somehow, I hope that the dodge roll ability returns too. It's fun avoiding attacks by rolling out of the way.

you can roll already if you spec into sneak its one of the perks in the tree. though i do agree i would like acrobatics back as well however the devs removed it thinking it was a useless skill so it prolly wont be back any time soon no matter how far from the truth there theory is
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luke trodden
 
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Post » Wed Jun 13, 2012 4:10 pm

Implement both skills passively in Heavy and Light Armor, the higher your skill in armor skills, the faster you are In them (with the addition of the perks) and the higher you jump in them. Do you guys agree, or think it is a viable idea?
I'd agree to them being implemented as perks in those skills.

Honestly, I think passive skills are what need to go. The leveling system is built around improve through use, but how do you "use" your armor skills? You get hit while wearing them. It's weird, and it's counter intuitive . Players are supposed to avoid taking damage. Armor should have set values. Heavy should slow you down while offering more protection. Light armor offers the opposite.

Then bring back athletics and acrobatics as active skills. Athletics is improved when sprinting. As you improve, you'd run faster and further. Acrobatics needs to be retooled a little. When you land after a jump, you should not be able to immediately launch off into the next leap. You should hit the ground hard, forcing you to pause a moment before jumping again. This would prevent people from jumping everywhere they went as it becomes a slower means of travel than jogging or riding a horse. As you level acrobatics, you are able to jump higher and further. Combining a high athletics skill with a high acrobatics skill should allow for longer leaps.

The level design should also be built around accommodating these abilities. Certain areas and paths should only be reachable by characters with the required acrobatics prowess.
I do hope they bring all of that back for TES 6. Since they will be making it for the next generation of tech, there should no longer be an issue with walled cities.
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Greg Swan
 
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Post » Wed Jun 13, 2012 8:25 pm

I just want to see some jumping height come back. I hate being a stealth vampire that cannot jump on top of house to gain or refrain from being see and using them as vantage points.
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Sweets Sweets
 
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Post » Wed Jun 13, 2012 3:09 pm

you can roll already if you spec into sneak its one of the perks in the tree. though i do agree i would like acrobatics back as well however the devs removed it thinking it was a useless skill so it prolly wont be back any time soon no matter how far from the truth there theory is
That svcks. Rolling out of the way of attacks isn't something that one would necessarily do while sneaking. If you're effectively sneaking, then there's no need to avoid attacks.

Simply moving out of the way of a power attack is easily enough done, though it looks cooler if you do an acrobatic dodge roll, followed by a backstab after the enemy missed their attack.

For some reason, I always liked rolling up and down steps, though I'm sure that would have been uncomforable for my character.
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steve brewin
 
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Post » Wed Jun 13, 2012 5:35 pm

I would say that including dodge under the acrobatics label and a charge under athletics would be a good idea. In the later case, Athletics might level more slowly outside of combat (when you're sprinting from town to town) and more quickly within combat (when you're charging an enemy). Including combat applications for skills helps by providing a steady flow to your level gains. Rather than being forced to go off and jump off rocks for half an hour to improve a few levels, you can simply do what you'd be doing already (questing, dungeon diving, etc) and improve while you do that.

Part of my problem with some skills (crafting, most notably) is that it's almost disconnected from your general activity. When you want to level a weapon skill or sneak or magic, you don't have to stop what you're doing and practice. You can practice while exploring the game's content. Crafting requires you to stop exploring and hole up in town for a while just grinding out potions or helmets. I'd rather most skills operate like the former.
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lucy chadwick
 
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Post » Wed Jun 13, 2012 2:17 pm

Part of my problem with some skills (crafting, most notably) is that it's almost disconnected from your general activity. When you want to level a weapon skill or sneak or magic, you don't have to stop what you're doing and practice. You can practice while exploring the game's content. Crafting requires you to stop exploring and hole up in town for a while just grinding out potions or helmets. I'd rather most skills operate like the former.
The crafting skills, and their perk trees, are there so the player gets better at crafting with experience. You can just ignore them if you're not trying to reach lv 81.

My Nord spends quite a bit of time making potions, especially after collecting ingredients while going from one end of Skyrim and back. I don't feel that it takes me from the game, as it's part of what my character does and it's how he makes his money. Sometimes he's killing things, and sometimes he's making potions. He's both an adventurer and a craftsman.
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Rebecca Clare Smith
 
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Post » Wed Jun 13, 2012 1:51 pm

The crafting skills, and their perk trees, are there so the player gets better at crafting with experience. You can just ignore them if you're not trying to reach lv 81.

My Nord spends quite a bit of time making potions, especially after collecting ingredients while going from one end of Skyrim and back. I don't feel that it takes me from the game, as it's part of what my character does and it's how he makes his money. Sometimes he's killing things, and sometimes he's making potions. He's both an adventurer and a craftsman.
I'm not trying to say that you shoudn't be able to do that, only that by increasing the scope of activities in which you can level skills, you provide the player with more options for improvement. By integrating something like athletics or acrobatics into combat, you allow the player to improve the skill while fighting. But the player still has the option of running cross country or jumping in place. One application of the skill might result in more rapid improvement, but all options are always available. This leads to a more seamless integration regardless of what the player wants to be doing.

It's just like having combat dummies and archery targets that a player can use to level skills without actually stepping into a dungeon. If you don't feel like adventuring, but do want to dedicate some time to improvement, you have those options available to you.
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CArla HOlbert
 
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Post » Thu Jun 14, 2012 2:35 am

they should have 2 sets of perk trees and not just one set. in the categories of combat perks and crafting perks they could have acrobatics and athletics in combat because it would be useful in it and have blacksmith Enchanting alchemy in its own category.
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Chris Duncan
 
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Post » Wed Jun 13, 2012 6:46 pm

I don't mind Acrobatics and Athletics being in the game, as long as they don't automatically level up just from me going from point A to point B.

I want Acrobatics and Athletics as far away from my characters as possible, but previous games forced them on all characters.
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Melung Chan
 
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