New Leveling system like Oblivion to replace Perks Skyrim sy

Post » Tue Jul 03, 2012 2:56 am

I seen this and I really think that we need to replace this Skyrim system with something that is simular or the same as Oblivion. A lot of us loved what we had in Oblivion. Now we have this capped level of 81 and you are not able to level up anymore. I know I might have misunderstood somethings in Oblivion in my previous post but if there is anyway that we can mod it to function like Oblivion I am all ears.

http://www.gamesas.com/topic/1391380-thoughts-on-perks/
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Josephine Gowing
 
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Post » Tue Jul 03, 2012 7:07 am

It will happen. There are many people who feel as you do.
Unfortunately, things that need to be changed in the game engine for this to happen are not accesible.
I'm sure SKSE will give give us the exposure we need, but we aren't there yet...
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Jessie Butterfield
 
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Post » Tue Jul 03, 2012 2:54 am

Could a mix of the two not be reached? With Skyrims perks being gimmicks but have Oblivions auto-upgrade of skills when criteria are met?
This seems much easier than a full overhaul.
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jason worrell
 
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Post » Tue Jul 03, 2012 10:56 am

Cross-posted from the other perk thread:

I think it's important to try to boil down the chief flaws / complaints about the system before embarking on anything.

From my perspective, what seems to be a bit off (and this extends beyond a perks discussion), is that the player character, at level 1, has a very vast body of general knowledge about a lot of skills. At level 1, the player can, with some degree of proficiency: pick a lock, competitively sword/knife/axe/mace fight, shoot a bow, strap on any kind of armor, stalk in the shadows, use a shield, mix herbs, forge a blade, and cast a rainbow sorbet of different kinds of magicka. The only skill where I have witnessed that abject failure is possible with no take-backs (at least without save scumming), is Speech.

I gather that the Standing Stones / Perk system was designed to be the way that you define your character in terms of a "class" in an inherently classless system. That's fine. The problem is that the player is already so good with so many things that it doesn't ever really feel, from the outset, that I've made a sacrifice or an important decision. I never get to say, "Ok, I'm going to be really great with archery, but be really terrible with a shield." It makes the game more approachable, but it doesn't do anything for players like me who want to make decisions, and have those decisions reenforced through gameplay.

Any "mage" character, at any level, can pick up a shield and act like they know what they're doing. The enemy won't knock it out of your hand, and you can't drop your sword or swing slowly or miss. The lockpicking system never says, "Sorry, you are completely unskilled at this, you will /never/ be able to open this lock. That's your decision, live with it." Casting a spell never fails; you just need enough magicka.

The system is too infrequently willing to say, "You must be this tall to ride." Any perk / Standing Stone / class overhaul system that brings back Interesting Decisions is what I'd like to see. I'd like to think that my character's background and life lessons have shaped him in one direction or another at the expense of certain skills. That's the whole point of a class system and something I really miss. The decisions in the perk system feel less important because I know, in the back of my head, that if I level up enough times, anything is attainable. It's less "Have this, not that", and more "have this, and have that later".

I don't advocate that things work like Oblivion necessarily, I just want to coax out interesting gameplay decisions out of this existing system. I think the possibility is there. The jist of my post above is basically that the bar doesn't go low enough at level 0 in a skill, and the current system doesn't facilitate making decisions that mean anything.
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Mrs shelly Sugarplum
 
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Post » Tue Jul 03, 2012 8:11 am

Brilliant post Chesko.
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Brandon Wilson
 
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Post » Tue Jul 03, 2012 4:30 am

Excellent Post Chesko.
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Sheila Reyes
 
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Post » Tue Jul 03, 2012 6:10 pm

A lot of us loved what we had in Oblivion. Now we have this capped level of 81 and you are not able to level up anymore.
I would just like to point out that a soft cap on player level has been part of all Elder Scrolls games. The soft cap in Skyrim is actually higher than the soft cap in Morrowind and Oblivion.
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Jani Eayon
 
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Post » Tue Jul 03, 2012 5:21 pm

What aspects of Oblivion's leveling system do you want back exactly?

As for myself: I wasn't a fan of the way it was set up, the way attribute increases were set up was terrible, the way Health/Magicka/Fatigue were determined needed a lot of work, Bethesda should have put more thought into that aspect.

Don't get me wrong, though I miss the attributes system, I don't miss the way it was implemented in Oblivion, and I refuse to use "attribute" mods unless they can be made to apply to NPCs and creatures too (Otherwise what is the point?).

I'd like an opinion on classes though: What is the point? They never served a purpose in Oblivion, they were just there for role play purposes, so why would anyone want that back? Did they actually mean something in Morrowind (Never played it)?

Edit: I somehow skipped over the "to replace Perks Skyrim system" part of the thread title when I made my post
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TOYA toys
 
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