Skyrim's character building is like fumbling through the dar

Post » Thu May 31, 2012 11:36 am

I'll start with some examples taken straight from the game -

"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?


Considering for console players, that can't conveniently alt tab and google this stuff, and also can't even remove perks, so much lack of information is pretty lame. These aren't exceptions either, there are many more perks that just don't tell you what you're actually getting.

The third example is especially bad, since you don't even know when your spell will work and when it won't. Considering calm spells cost a fair amount of magicka, and if they fail will alert enemies to your presence.....it's not so great.


I don't think I need to explain too much why this is just bad design.
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Greg Swan
 
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Post » Thu May 31, 2012 6:47 am

This is more or less an opinion on playstyle. Personally, I like the realism that the uncertaintly causes--mostly. I think eating items to determine properties is unintuitive (and dangerous IRL, if some child gets his hands on the game and then decides to experiment with mushrooms growing in his back yard.)
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Lexy Dick
 
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Post » Thu May 31, 2012 9:56 am

I like it. Much as I enjoy having no "Breath" meter whenever I am underground. Also, Perks investing is completely OPTIONAL. You can always save, get your smartphone or PC out and google this information.
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Rachel Eloise Getoutofmyface
 
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Post » Thu May 31, 2012 3:48 am

This is more or less an opinion on playstyle. Personally, I like the realism that the uncertaintly causes--mostly. I think eating items to determine properties is unintuitive (and dangerous IRL, if some child gets his hands on the game and then decides to experiment with mushrooms growing in his back yard.)

I don't see how this kind of uncertainty adds any realism or has anything to do with playstyle, it's mostly under the table kind of stuff. You don't choose perks IRL at all so it just doesn't seem like a part of the game realism is relevant to.
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Rachel Cafferty
 
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Post » Thu May 31, 2012 5:59 am

Yeah... your title says it all, couldn't have said it better myself.
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JERMAINE VIDAURRI
 
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Post » Thu May 31, 2012 2:26 pm

I like it. Much as I enjoy having no "Breath" meter whenever I am underground. Also, Perks investing is completely OPTIONAL. You can always save, get your smartphone or PC out and google this information.

Would be nice if we had the OPTION of having complete information in game though, wouldn't it?
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Jessica Thomson
 
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Post » Thu May 31, 2012 1:11 am

This is more or less an opinion on playstyle. Personally, I like the realism that the uncertaintly causes--mostly. I think eating items to determine properties is unintuitive (and dangerous IRL, if some child gets his hands on the game and then decides to experiment with mushrooms growing in his back yard.)

Amen. Uncertainty in stats, that's like exploration but on a different level.
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Dean Ashcroft
 
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Post » Thu May 31, 2012 1:20 am

I like it as it gets away from number crunching. I play The Elder Scrolls for the immersion options, and I think they above everyone do the best job at "open world". I don't want to tweak my character min/max style. If my character is great at Illusion magic I don't care how much higher the monster are that I can calm, or what level they actually are, just that my Master Illusionist can accomplish that.
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Breanna Van Dijk
 
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Post » Thu May 31, 2012 10:26 am

Would be nice if we had the OPTION of having complete information in game though, wouldn't it?

I see this as a decision between hand-holding and figure it out for yourself. Save and invest into a perk, see how long a conjured Atronach will last. I don't want everything spelled out for me in-game. I enjoy ambiguity at times, especially in a TES game.

But I sound like a raving defender so I will say having the option to have complete information regarding a perk is desirable.
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Anna S
 
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Post » Thu May 31, 2012 8:44 am

It must be some design choice this time around to restrict the user from knowing numbers or useful information. January isn't much further away.
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Devils Cheek
 
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Post » Thu May 31, 2012 4:41 am

I see this as a decision between hand-holding and figure it out for yourself. Save and invest into a perk, see how long a conjured Atronach will last. I don't want everything spelled out for me in-game. I enjoy ambiguity at times, especially in a TES game.

But I sound like a raving defender so I will say having the option to have complete information regarding a perk is desirable.


Having to save and test everything just adds a ton of tedium and frustration. It's got nothing to do with hand holding really.
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scorpion972
 
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Post » Thu May 31, 2012 8:25 am

Having to save and test everything just adds a ton of tedium and frustration. It's got nothing to do with hand holding really.

Like I said. I play this game purely for immersion and the journey, detailed stats, explanation and the like is not something I desire. But I will vote if we had the option to suit both parties. I am, however for more information regarding food BEFORE consumption.
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Sarah Knight
 
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Post » Thu May 31, 2012 1:10 pm

This is more or less an opinion on playstyle. Personally, I like the realism that the uncertaintly causes--mostly. I think eating items to determine properties is unintuitive (and dangerous IRL, if some child gets his hands on the game and then decides to experiment with mushrooms growing in his back yard.)

Natural selection. The world wouldn't be overcrowded.
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NAtIVe GOddess
 
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Post » Thu May 31, 2012 2:04 pm

I don't see how this kind of uncertainty adds any realism or has anything to do with playstyle, it's mostly under the table kind of stuff. You don't choose perks IRL at all so it just doesn't seem like a part of the game realism is relevant to.

Thank agreed.
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Phoenix Draven
 
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Post » Thu May 31, 2012 1:01 pm

(and dangerous IRL, if some child gets his hands on the game and then decides to experiment with mushrooms growing in his back yard.)
Obvious sarcasm.
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Rhiannon Jones
 
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Post » Thu May 31, 2012 3:17 pm

I don't see how this kind of uncertainty adds any realism or has anything to do with playstyle, it's mostly under the table kind of stuff. You don't choose perks IRL at all so it just doesn't seem like a part of the game realism is relevant to.

Perks IRL would be my fields of interest that I invest time in along with any serious hobbies. If I could use magic IRL I wouldn't be able to tell at a glance what I could or couldn't do to someone.

Not arguing, I see your point. You prefer to know exactly and it's a valid point to want to know the details. RPG players in general tend to like hard figures ((Happily reminisces about the tables in the back of the Baldur's Gate manuals. :) ))
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Leanne Molloy
 
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Post » Thu May 31, 2012 11:16 am

Yet you don't know the target level to begin with. What good is knowing the modified level your spell effects?

I don't know of too many RPGs that blatantly give out the level of enemies to the players.
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Kaylee Campbell
 
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Post » Thu May 31, 2012 3:31 am

Would be easier if the developers were straightforward about the perks.
Never liked talents or perks systems where a vague description is given.
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Riky Carrasco
 
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Post » Thu May 31, 2012 1:29 pm

For calm/frenzy I'd rather see a random chance, with guaranteed success for creatures x levels below you, and guaranteed failure for creatures y levels above you (and 100% fail for bosses.)
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helen buchan
 
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Post » Wed May 30, 2012 11:56 pm

I think the only odd thing is the inconsistancy. In some places, they give you straight numbers. Like, enchantments tell you exactly how much % they improve things. And scrolls of Calm/Fury/repel undead say what level they work on..... but, as mentioned, you've no idea what level your enemies are. So those numbers are semi worthless. And some perks give %, some just say "more".


Pick one way, or the other. But don't just randomly vary between them. :)
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rebecca moody
 
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Post » Thu May 31, 2012 8:58 am

I don't see how this kind of uncertainty adds any realism or has anything to do with playstyle, it's mostly under the table kind of stuff. You don't choose perks IRL at all so it just doesn't seem like a part of the game realism is relevant to.

Your RL perk tree must be broken. I have been putting points into sarcastic responses for the last 15 years -- I've almost peaked.
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Brιonα Renae
 
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Post » Thu May 31, 2012 9:33 am

Yeah, more specifies numbers for a lot of the perks would be great.
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Oyuki Manson Lavey
 
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Post » Thu May 31, 2012 12:42 pm

I've found that simply running around crushing things with my hammer seems to work pretty well. I don't sweat all of that small stuff.
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Leticia Hernandez
 
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Post » Thu May 31, 2012 2:07 pm

I don't know of too many RPGs that blatantly give out the level of enemies to the players.

I don't know of too many RPG's that don't display enemy levels.
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Siobhan Thompson
 
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Post » Thu May 31, 2012 1:44 am

Yet you don't know the target level to begin with. What good is knowing the modified level your spell effects?

I don't know of too many RPGs that blatantly give out the level of enemies to the players.


How many RPGs give you spells that only work on enemies below a certain level and don't tell you what level your enemies are?


I understand the Illusion spells need to be balanced somehow, but they should have done it differently than just making it level dependent. Maybe make them channeled, and you have to channel for X seconds per level of an enemy. Would be a better balancing method than just having them simply work completely or do absolutely nothing.
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NAkeshIa BENNETT
 
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