Skyrim's character building is like fumbling through the dar

Post » Thu May 31, 2012 3:14 pm

Does it matter?

You don't see most number, you don't see how much health the enemy has, you don't see how much damage you do, you don't see what kind of resistances they have...

Adding percentages won't really matter, the fact is that you are better, you are doing more damage than before and the red bar is decreasing more rapidly.


And it's not like you knew the enemy's stats before either...
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Vera Maslar
 
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Post » Thu May 31, 2012 7:42 am

Yeah I can understand Bethesda thinking that removing stat details would improve immersion, but it would be nice to at least have the option see these numbers somehow.

If the game really wasn't numbers driven, and was more based on chance and vague assumptions of power, I can see why you would not list hard stats. But since this fight system ultimately is just quadratic equations nerdgasming on each other, pretending that it's not is stupid. That's not immersion, that's confusion.
What I have already said and this coherently explains another part of it. The game is numbers, the number being hidden doesn't make it more real as the numbers then would just have to be all random and rather just take us back to NES days, where it was 3 hits u die no matter who the target was, maybe some targets did double damage, something in concept where it was okay to not have health bars just u get hit and die.

But his game is way more complicated, and this is a new age in game, we CAN show healthbars have nice UIs and player HUDs without killing performance of the game or being hard on the programming, and as well with fitting in the screen.

As stated pretending the numbers don't exist even though the clearly do, and upgrading is kind of mandatory, picking a logical set of skills and talents is part of the goal of improving (in a noticeable way) but denying the showing of how the system works even in a help log or stat screen is just means to either tediousness, frustration or confusion.

There are better ways they could've made this game more immersive than already, one of with is not making it a combat oriented game for one and more drastic measures and minute ones. We don't game because we want to live a second life reality, we game because its a game and with some sense of imagination we can do amazing things all genres of games have been removing tedious or realism out for better gameplay over the years, because more like it that way.
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Max Van Morrison
 
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Post » Thu May 31, 2012 3:44 am

Removing the numbers does not work because when it comes down to it this IS a numbers game. Making me "research" what my spells will work on is just adding tedium. Once I find it out I'll know what the numbers are anyway. I really don't think this is at all similar to quest arrows.

People who dislike the quest arrows dislike them because they want the more grounded sense of discovery that comes with exploring new terrain, searching for a specific location with only landmarks to guide them.

That's not quite the same as casting spells at enemies repeatedly to see if they work. Especially when enemies level with you to varying degrees.
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Mrs Pooh
 
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Post » Thu May 31, 2012 12:23 am

I like the realism


:rofl:
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Damian Parsons
 
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Post » Thu May 31, 2012 12:46 pm

Does it matter?

You don't see most number, you don't see how much health the enemy has, you don't see how much damage you do, you don't see what kind of resistances they have...

Adding percentages won't really matter, the fact is that you are better, you are doing more damage than before and the red bar is decreasing more rapidly.


And it's not like you knew the enemy's stats before either...
Our point exactly...

Why say "Does ____ to a creature level ____." (IF) (SINCE), you are not even giving that info. (Since creatures level with you, that essentially says this... "This spell is useless once you are ______ level.")

However, locking into a perk that is "Does more damage"... is useless info... Is this going to do a lot, a little, or will this be a bug that doesn't work too... Don't know, because you can't see any numbers, and can't actually test it IRL.

WHy tell numbers, which are irrelevant, on half the stats, but not on the other half. (Does 40% more damage) on one, then (Does more damage) on another...
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DAVId Bryant
 
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Post » Thu May 31, 2012 10:19 am

I wouldn't honestly mind a quest in a DLC that gives you one perk re-specialization. My first character I didn't really number crunch and some of his perks are less than optimal, after trying them out I've found I don't like them as much as I thought I would (although he's still OP because enchanting is broken). Having the option to respec would alleviate the need for many players to plan out every last detail before actually playing the game.
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SiLa
 
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Post » Wed May 30, 2012 11:36 pm

"Bound Weapons deal more damage"
That's great, how much more damage?

"Greater duration for reanimated undead"
.....how much more duration?

"Calm spells now work on higher level opponents. Cumulative with Kindred Mage and Animage."
Awesome, but how many levels higher? How do I even tell what level an opponent is?

Every single one of those just doubles what it was before. It's not that difficult to figure out by playing with it.

Bound Sword without perk does, let's say 12 damage. With the perk? 24.

Your summon, without the perk, lasts for 60 seconds. With the perk? 120.

You Frenzy spell only works up to level 16 without the perk. With the perk? 32.

And before you ask, overcasting does the same effect; double the mana cost, double the damage/duration/level affected.
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jess hughes
 
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Post » Thu May 31, 2012 12:42 pm

I like the realism

LOL! Really? Realism?
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Zualett
 
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Post » Thu May 31, 2012 1:18 pm

Every single one of those just doubles what it was before. It's not that difficult to figure out by playing with it.

Bound Sword without perk does, let's say 12 damage. With the perk? 24.

Your summon, without the perk, lasts for 60 seconds. With the perk? 120.

You Frenzy spell only works up to level 16 without the perk. With the perk? 32.

And before you ask, overcasting does the same effect; double the mana cost, double the damage/duration/level affected.

Uhh... no. Not everything is double.
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Kara Payne
 
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Post » Thu May 31, 2012 2:33 am

Every single one of those just doubles what it was before. It's not that difficult to figure out by playing with it.

Bound Sword without perk does, let's say 12 damage. With the perk? 24.

Your summon, without the perk, lasts for 60 seconds. With the perk? 120.

You Frenzy spell only works up to level 16 without the perk. With the perk? 32.

And before you ask, overcasting does the same effect; double the mana cost, double the damage/duration/level affected.

You're assuming everything is just a flat double of the original damage/time/whatever. See how it works? You have to assume and then you can't be sure exactly what you're getting when you use a point in a perk what a next-to-useless subjective description.
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Jerry Jr. Ortiz
 
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Post » Thu May 31, 2012 7:02 am

Every single one of those just doubles what it was before. It's not that difficult to figure out by playing with it.

Bound Sword without perk does, let's say 12 damage. With the perk? 24.

Your summon, without the perk, lasts for 60 seconds. With the perk? 120.

You Frenzy spell only works up to level 16 without the perk. With the perk? 32.

And before you ask, overcasting does the same effect; double the mana cost, double the damage/duration/level affected.

This is probably all incorrect information. According to the wiki, Bound Weapons vary in how much they gain from Mystic Binding, seems based on what level is required as Bow>Axe>Sword. Calm, Fear, Frenzy spells gain different amounts from their perks as well. Seems accurate from what I've experienced in game, I can't speak for the others but I'm pretty sure dual casting varies and just going to assume you're also wrong about the summon considering the rest of your post.
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sunny lovett
 
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Post » Thu May 31, 2012 2:32 am

Removing the numbers does not work because when it comes down to it this IS a numbers game. Making me "research" what my spells will work on is just adding tedium. Once I find it out I'll know what the numbers are anyway. I really don't think this is at all similar to quest arrows.

People who dislike the quest arrows dislike them because they want the more grounded sense of discovery that comes with exploring new terrain, searching for a specific location with only landmarks to guide them.

That's not quite the same as casting spells at enemies repeatedly to see if they work. Especially when enemies level with you to varying degrees.

Actually that's exactly what it's like. People complain about the lack of Spellmaking because it's supposed to be a wise mage, studying and experimenting with different types of magic, and applying them.

Using the spells to figure out what they do and how they work would be the actual physical testing and experimentation of those spells, and discovering through research what they do.
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Epul Kedah
 
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Post » Thu May 31, 2012 1:49 am



We're talking about a RPG, not a MMO-RPG, which I believe is what a lot of players have been spoiled on. It's shouldn't be about number crunching. It

This is some sort of New School myth, that MMOs invented number crunching and stats. I find this myth very amusing because it betrays the age of the people who believe in it. Factually, number crunching in RPGs existed long before MMOs did, and long before video game RPGs even existed.

Believe it or not "RPG" in GAMING terms, was never really about "playing a role", it's always been about stats, hidden or revealed. It's always been about GAMEPLAY. The "pretending to be someone" part can really be found in just about any videogame from CoD to Madden to Daggerfall. "Playing a Role" isn't what truly defines RPG GAMES. Mechanics do.

When you play Super Mario you are "playing a role" as mario, you are pretending to be Mario. But it's not an RPG. Yet PAPER MARIO *is* and RPG... playing the same role, 1 is RPG 1 is side scroller/action. What's the diffference? Gameplay mechanics.

Super Star Wars SNES vs. Star Wars TOR. one is action game, one is RPG, both are "Playing a Role" pretending to be a jedi. It's always been gameplay that's the distinction.

What's happened now is classic "RPG" games are dabbling in Action game mechanics and things like stripping out RPG features or hiding them, or merging them etc... That's what the discussion is about. When is that fun for the RPG gamer and when does it just make the game more frustrating?

Not knowing how *much* an effect something has in game, when that is a perk/skill for instance, and not having that choice be reversible is a point of contention for many of us.
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lolli
 
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Post » Thu May 31, 2012 12:10 am

I'm normally anti-numbergen RPG, but I would like to see a bit more numbers than what we got. I'd also love a perk like Fallout NV's Living Anatomy, which reveals enemy health and DT when you look at them. Enemy level should just be a prefix in front of their name in the health bar.
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Dagan Wilkin
 
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Post » Thu May 31, 2012 3:21 pm

my god :banghead:
I am starting to understand why the game is so dumbed down.
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Marilú
 
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Post » Thu May 31, 2012 3:28 pm

my god :banghead:
I am starting to understand why the game is so dumbed down.
The mechanics and numbers are still there, some of them are just annoying buried instead of being shown in the UI. This kind of thing should be very easy to fix with UI mods, though.
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maddison
 
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Post » Thu May 31, 2012 4:02 am

There's a certain amount of discovery and experimentation to the game that I find enjoyable.

That being said a way to undo perks would be nice I think, although in essence it encourages replay too so that's not necessarily a bad thing.
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BrEezy Baby
 
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Post » Thu May 31, 2012 3:42 am

The mechanics and numbers are still there, some of them are just annoying buried instead of being shown in the UI. This kind of thing should be very easy to fix with UI mods, though.
I didnt mean you, and you're right it can be brought to light with mods, but still.... :facepalm:
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Aliish Sheldonn
 
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Post » Thu May 31, 2012 8:58 am

How can more information on game mechanics be bad?

Why would anyone enjoy playing the game where they are not really sure what they are doing?

Epic fail fanaticism. No wonder why games are getting dumbed down. People want to play dumb.
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Add Meeh
 
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Post » Thu May 31, 2012 7:38 am

Yeah many people have said straight up they'd RATHER NOT KNOW about whats going on. They prefer to just mash buttons and hope for the best I guess.

That's not an invalid way to want to play. But it's not the true RPG way. Even "non-RPGs" have adopted stats and numbers, it adds depth.
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naana
 
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