Skyrim: Not a complete RPG?

Post » Thu Jun 21, 2012 1:57 pm

I hate classes in RPGS. I much prefer the open ended let me play as a I want with any form of hybrid I desire.....
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Kira! :)))
 
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Post » Thu Jun 21, 2012 4:21 pm

So I was thinking back to when I played Oblivion, and I miss the "Class" System. I was disheartened when Skyrim didn't have it. I will miss my class. I understand way they did it though, to try and make people go for the highest level possible, but when they took it out, Skyrim stopped feeling like an RPG. What's your opinion on this matter?
In Oblivion, and in Morrowind, I had characters whose major skills were combat skills and whose classes were melee-warrior classes. They became very powerful mages but mediocre warriors, though they were never mages.

Oblivion classes speed your progression in your selected skills and skill group, and classes tie your level not to your overall power, but to your progress in your class skills alone. They do nothing else.

My Skyrim characters have strong classes defined by their chosen pursuits and reinforced by their chosen perks. They don't get a class-inherent bonus to their rate of progress in their selected skills, but there is no reason why anyone should get such a bonus. My characters' levels unfailingly correspond to their actual ability, not to some mere fraction of their ability as levels do in Oblivion. As far as classes go, Skyrim feels very much like an RPG to me.
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kasia
 
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Post » Thu Jun 21, 2012 11:33 am

I prefer the open class system in skyrim, although maybe the stat system from oblivion mixed with the class system in skyrim would be best. IMO.
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Richard Thompson
 
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Post » Thu Jun 21, 2012 11:57 pm



That's not the point I made. My point is that you are not held to your choice of a class, because actually, there are no classes, only races, as they were removed. Classes no longer exist (like being a Battlemage, thief, etc). You can level up any and all skills easily, making the game more action/adventure than role playing. If I choose being a mage, I should be held to that, not just cast magic, then decide to shoot arrows and level up marksman as easily as I do using spells relevant to my choice of character. Not only that, you can choose a different guardian stone to help ramp up the leveling speed of the skills relevant to that stone. Previous TES games held you to your character choices. Also, you are wrong about Fallout with Speech, Intelligence and Charisma, it isn't as simple as you say either, but that is another topic. :smile:
Although you can change, you cannot change completely freely. Perks are finite and those points you put into magicka, after you stoped using spells won't refund themselves into more useful stats.


Skyrim allows you to roleplay a warrior that at some point in his history decided to drop the way of the blade and dedicate himself to the way of magic, dropping the armor for the mage robes and using no physical weapons anymore. That's a lot better than a very rigid and unrealistic class systems that are extremely linear and leave no room for unexpected evolutions.
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Sophh
 
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Post » Thu Jun 21, 2012 4:34 pm

And what is your point, how does this counter my claim that you are not held to your choices and that Skyrim seems to play more like an action/adventure game than role playing? MY experiences in Skyrim style of gaming plays very similar to how Fable II plays, being anything I want to be and not held to any choices I make.
In what way to do you mean "held by your choices"? are you referring to consequence?
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StunnaLiike FiiFii
 
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Post » Thu Jun 21, 2012 12:21 pm

What nonsense is this? You can't "know how to work a gun" (IE be skilled with a gun) if you have poor Hand/Eye coordination. Your ability to use your hand-eye coordination to aim your gun is the definition of the skill.

As much as I don't care about attributes being gone...... his example's a good one. "Know how to work a gun" =/= "be skilled with a gun". You can teach someone all the technical aspects of how guns work, show them all the proper techniques for firing, etc. And if their Strength or Dexterity is too low, all that knowledge won't be very useful if they can't hold the gun up & keep it aimed and steady. There's a physical aspect to using a gun that's separate from the informational aspect.

(In this case, the difference - in Fallout:New Vegas - between a character with 8 Strength / 8 Agility / 100 Guns and one with 3 Str / 3 Agi / 100 Guns.)
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Guy Pearce
 
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Post » Thu Jun 21, 2012 3:49 pm

for me, the whole "class" choice is meaningless, since, you were never forced to choose in any game. as well, i agree that becoming what you play is more organic and just feels right.

however, i just don't see how many of you don't realize the lack of character customization. the lack of options that really seperate one character from the next. it's blatantly obvious to many of us.

when skills are all accessible in the beginning there is really no problem. however, as our characters level-up and there STILL is nothing that seperates or distinguishes themselves from someone else then problems arise. combine that with an oblivious world around me and meaningless dialogue then the game becomes a simple roleplaying game of the mind.

a lot of this is due to the insanely poor implementation of smith, alch, ench, lock, pick, etc..
I am not having that issue in Skyrim. My Glass-armored Sword+Board khajiit with bonuses in Restoration is completely different from my Forsworn-Armored Greatsword-and-bow-using khajiit with a few stray points in Destruction - They're even the same race, yet are completely distinct from each other.


That's not the point I made. My point is that you are not held to your choice of a class, because actually, there are no classes, only races, as they were removed. Classes no longer exist (like being a Battlemage, thief, etc). You can level up any and all skills easily, making the game more action/adventure than role playing. If I choose being a mage, I should be held to that, not just cast magic, then decide to shoot arrows and level up marksman as easily as I do using spells relevant to my choice of character. Not only that, you can choose a different guardian stone to help ramp up the leveling speed of the skills relevant to that stone. Previous TES games held you to your character choices. Also, you are wrong about Fallout with Speech, Intelligence and Charisma, it isn't as simple as you say either, but that is another topic. :smile:
Have you heard of something called "Multiclassing"? When I play D&D and other class-based games, I am not "held" to my choice as a character. The difference is that TES has an intra-level skill system, as opposed to a point-buy-on-level-up (Which it still does have). Your mage that decides to start shooting a bow in TES levels up just as fast as a Mage that kills his enemies with a bow in D&D (Because you get XP based on encounter level, not how you handle the encounter), and can choose to increase your bow-using ability on level-up by taking a Bow feat or multiclassing into Fighter or Ranger. I'm not seeing your point here.

Also, previous TES games did not "Hold you to your choices" - My fighter became just as powerful a mage as my Mage did in every game except Daggerfall, where I opted to abuse the "Cannot use Magic" disadvantages (That NO pre-made warrior or stealth class have) to get a wall of hitpoints and immunity to everything. However, in Skyrim, I am held to my choices. My two-handed warrior will always be able to dual-cast Destruction spells, because she does EVERYTHING two-handed.



As much as I don't care about attributes being gone...... his example's a good one. "Know how to work a gun" =/= "be skilled with a gun". You can teach someone all the technical aspects of how guns work, show them all the proper techniques for firing, etc. And if their Strength or Dexterity is too low, all that knowledge won't be very useful if they can't hold the gun up & keep it aimed and steady. There's a physical aspect to using a gun that's separate from the informational aspect.

(In this case, the difference - in Fallout:New Vegas - between a character with 8 Strength / 8 Agility / 100 Guns and one with 3 Str / 3 Agi / 100 Guns.)
That's because the character isn't skilled with a gun. No amount of explanation, teaching, or bookwork can improve a skill to even a fundamental level. The only way to get skill is to use that skill. You can show someone all there is to know about wiring an electrical cabinet, but unless they've had prior experience, they will take forever getting it hooked up right and mistakes will still be made. With a gun, you can show someone how to shoot it and how it works, but they aren't skilled until they actually start using and applying that skill.

The "informational Aspect" of anyone's skillset is generally less than 1% of the total "skill" - it's all about practice and conditioning. It's why reading the Skill Books in any TES game will not automatically send your character's skill to 100, even if they know "how" to do something from an informational standpoint. Skill has jack [censored] do do with "knowledge". Skill is at least 90% practice and Conditioning.
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Rudy Paint fingers
 
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Post » Thu Jun 21, 2012 11:24 pm

That's fine, I will never tell anyone that isn't role playing as RPing means different things to different people. In all honesty though, that's more meta-gaming (not that it is a bad thing, it is a good thing and can be done in resstrictive RPGs like Oblivion, DA:O, VtMB, etc) the play style almost entirely playing it like that. SKyrim's means of choosing to play any and all skills you so plwease, makes meta-gaming a normal feature for one wanting to play many styles in the same play-through. But for me, that isn't role playing as I feel one should be held to their choice of what they play as a character.

No it isn't metagaming. Metagaming is letting player knowledge govern a character's in-game actions. If the character no longer wanted to be a thief, then it's not metagaming. If the player got bored and went over to the shiny-shiny, that would be metagaming. Walkthrough guides and tips are metagaming.

Role playing is taking on a role (life) that is not your own. Okay, basically it's just 'playing pretend' but with an advlt name. I RP on play-by-post forums which feature no stats, no dice and no DMs. The only restrictions are built into the lore of the settings and the rules set down by the admins. Some people LARP, which adds 'dressing up' to the whole 'playing pretend' deal.
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stacy hamilton
 
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Post » Thu Jun 21, 2012 12:39 pm



As much as I don't care about attributes being gone...... his example's a good one. "Know how to work a gun" =/= "be skilled with a gun". You can teach someone all the technical aspects of how guns work, show them all the proper techniques for firing, etc. And if their Strength or Dexterity is too low, all that knowledge won't be very useful if they can't hold the gun up & keep it aimed and steady. There's a physical aspect to using a gun that's separate from the informational aspect.

(In this case, the difference - in Fallout:New Vegas - between a character with 8 Strength / 8 Agility / 100 Guns and one with 3 Str / 3 Agi / 100 Guns.)
But that's the wrong way to look at the "gun skill". If you teach someone everything there is to know about guns without having him ever touching one, at best you can get him a small bonus to his "gun skill" but it'll never make him good with it.

Someone that has a high "gun skill" HAS trained with one intensively and so, he ALSO has trained the corresponding attributes in the process.
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Johanna Van Drunick
 
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Post » Thu Jun 21, 2012 9:03 pm

That's not the point I made. My point is that you are not held to your choice of a class, because actually, there are no classes, only races, as they were removed. Classes no longer exist (like being a Battlemage, thief, etc). You can level up any and all skills easily, making the game more action/adventure than role playing. If I choose being a mage, I should be held to that, not just cast magic, then decide to shoot arrows and level up marksman as easily as I do using spells relevant to my choice of character. Not only that, you can choose a different guardian stone to help ramp up the leveling speed of the skills relevant to that stone. Previous TES games held you to your character choices.

I have issues with that claim, considering that all my Oblivion characters were played off their Minor skills. I only used my Majors for leveling, not for actual play.

You could use and level any skills you wanted in previous TES games. Class was no restriction at all.
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saharen beauty
 
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Post » Thu Jun 21, 2012 1:02 pm

When I started reading this thread it looked interesting.

Near the end, my brain is mush and I'm drooling into my keyboard, thanks, Andaius.

Also, stats in Oblivion meant nothing, it was way too easy to get most, if not ALL of them to 100.
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Sophie Miller
 
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Post » Thu Jun 21, 2012 1:36 pm

Perks are bonuses, Morrowind gave like you said Quests Bonuses. Oblivion doesn't Oblivion makes them Automatic, Skyrim makes them all manual while keeping the "doing quests gives you some bonuses that aren't Perks" you are none the worse for picking any perks, there are no draw backs, they are all -bonuses- hence why I don't support Perks alone being the Replacement for attributes or whatever folks are chalking them up to be. Bonuses are Bonuses are Bonuses, nothing really "deep" about them to be honest, and I stand by that statement.

I desire -control- over my character, atleast when you picked speed over strenght in past interations you could move faster and run down fleeing enemies better, but you weren't better off in damage(barirng the skill) BUT you could atleast run away. there is no such dichotomy with Perks in Skyrim. I can only hope sometime soon Perks+Attributes see the light of day.... well thats not all I can do but you get my point...or do you.

This^ and not only that, in Skyrim, you don't need the perks. Once you hit level 80 or higher in the skills, you are already uber-powerful and the perks are completely superfluous to the strength of the relevant skill.
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Tom Flanagan
 
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Post » Fri Jun 22, 2012 12:44 am



This^ and not only that, in Skyrim, you don't need the perks. Once you hit level 80 or higher in the skills, you are already uber-powerful and the perks are completely superfluous to the strength of the relevant skill.
Tell that to all the people saying the skill is useless, all the power is in the perks.


As a rough guess, I'd say it's 50/50 between skill and perk with a small advantage for the perks. But it's an average. Many skills are very weak without perks (magic? unless you abuse enchanting, enchanting itself is useless unperked) while others work without them like Lockpicking, but that's because there's no penalty to failing at the task so you can try again nearly forever until you succeed.
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Spencey!
 
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Post » Thu Jun 21, 2012 10:59 am

Also, stats in Oblivion meant nothing, it was way too easy to get most, if not ALL of them to 100.
The biggest issue with the new "play the character you want to be" style used in Skyrim is that your character can start out as a thief, and then switch to magic, but as grand as all that is, you're still carrying a lot of baggage from your previous playstyle. Namely, chances are you'll still have some perks in thievery and some high ranks in those skills - you can simply ignore that previous experience through sheer self-discipline as I would encourage, but it's still there and by the late-game virtually everybody's characters begin moving into that bland middle ground of well-rounded skill sameyness.

It'd be way more interesting if your characters' skills actually decayed from lack of use (though these "rusty" skills could be restored to their former levels more quickly than when they were originally trained).
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Quick Draw
 
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Post » Thu Jun 21, 2012 4:23 pm

I have issues with that claim, considering that all my Oblivion characters were played off their Minor skills. I only used my Majors for leveling, not for actual play.

You could use and level any skills you wanted in previous TES games. Class was no restriction at all.

Did I say I didn't use my major skills for leveling? They are the point of playing those skills for leveling, so you're not making sense there. Also, class is a restriction because what you choose as a class determined what skill would level relevant to that class more efficiently. Oblivion was so restrictive that you had to choose the correct minor skills to match the major skills along with the relevant race and class set-up, other wise, certain skills would take too long to level, even if they were your major skills. One complaint I had with that, though I appreciated it more because it held me to my choices, was Destruction. If I didn't have the correct minor skills to help level it properly, once I got to level 35 in Dest., it would be slow leveling after that. Keep in mind, that Oblivion's max level for any character is about 55. Can you level all skills in Oblivion, you sure can, but try leveling acrobatics to 100 and see thousands of hours playing just doing the relevant activity to see it get that high if it doesn't fit your class and race choices.

In Skyrim, just do any activity relevant to any skill and watch how fast it levels. You are not held to your choice of a character style. It really isn't role playing outside of your imagination.
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Life long Observer
 
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Post » Thu Jun 21, 2012 10:25 am


The biggest issue with the new "play the character you want to be" style used in Skyrim is that your character can start out as a thief, and then switch to magic, but as grand as all that is, you're still carrying a lot of baggage from your previous playstyle. Namely, chances are you'll still have some perks in thievery and some high ranks in those skills - you can simply ignore that previous experience through sheer self-discipline as I would encourage, but it's still there and by the late-game virtually everybody's characters begin moving into that bland middle ground of well-rounded skill sameyness.
Wrong wrong wrong. You do NOT have enough perks for that.
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Lalla Vu
 
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Post » Fri Jun 22, 2012 1:30 am

Wrong wrong wrong. You do NOT have enough perks for that.
I don't find most of the perks particularly interesting - outside of the magical schools where there's some notable increases in spell potency (as well as the ability to strengthen the spell with both hands), I think they're all pretty vapid.
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Dark Mogul
 
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Post » Thu Jun 21, 2012 12:21 pm

Just because you got the perks you wanted and only used two of the stats doesn't make it less complex. The system as a whole is more complex than before. Now you much chose how to put your health, magica, stamina and perks based on what is important to your character. "Simple" characters like warriors will be pretty straight forward, while hybrid characters will be more spreadt and versitile.

For example on my Crusader build I must decide how much magica is worth this level comparred to health or stamina, and wheter I shall enhance my magic or combat abilities with the perk, or if I should discard the stamina attribute completely and rely on potions and spells to have the option to powerattack which again will have a consequence since I must now switch away from my warhammer and use spells to restore it making me voulnerable for a short while, but giving me more magica for other purposses.
In Morrowind I would go: "Oh well, I take Intelligence for more agica, endurance for more health and fatigue and strength for more fatigue and melee damage. No biggie".

So I have a question: You cannot see how the system itself supports more complex characterbuilding at all?
Just because you got the perks you wanted and only used two of the stats doesn't make it less complex. The system as a whole is more complex than before. Now you much chose how to put your health, magica, stamina and perks based on what is important to your character. "Simple" characters like warriors will be pretty straight forward, while hybrid characters will be more spreadt and versitile.

For example on my Crusader build I must decide how much magica is worth this level comparred to health or stamina, and wheter I shall enhance my magic or combat abilities with the perk, or if I should discard the stamina attribute completely and rely on potions and spells to have the option to powerattack which again will have a consequence since I must now switch away from my warhammer and use spells to restore it making me voulnerable for a short while, but giving me more magica for other purposses.
In Morrowind I would go: "Oh well, I take Intelligence for more agica, endurance for more health and fatigue and strength for more fatigue and melee damage. No biggie".

So I have a question: You cannot see how the system itself supports more complex characterbuilding at all?

How the hell is it complex? You can add onto whatever you want at any given time with very little room for making any mistakes...Hell even the 1st perks on all the trees are generally the strongest, so investing into a skill you later decide you don't like isn't really a waste.
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Craig Martin
 
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Post » Thu Jun 21, 2012 1:03 pm

scow2-

i disagree.

yes, your light/1-h/block khajiit and 2-h/archery khajiit are 2 separate characters that you use to fight differently. however, there is nothing that keeps them from becoming exactly the same. there are no mechanics or unique customizations that flesh them out except your mind.

the differences between my nord 2-h/light and khajiit sneak/archer are shallow and cosmetic with each having the same impact on the world around them. how i fight is about the most meaningless difference i can have in a rpg/roleplaying game.

when everything can be exactly the same then nothing is stands out. i want more from my game then what my own mind comes up with. i want some mechanics that make my khajiit thief that specializes in sneaking, lock and pick to be different in the gameworld than my nord warrior. but, there are none and they aren't. the nord can become exactly the same as my thief.

they are shallow, simple characters without options and customizations and meaningful differences.
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Jade Payton
 
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Post » Thu Jun 21, 2012 7:01 pm

Tell that to all the people saying the skill is useless, all the power is in the perks.


As a rough guess, I'd say it's 50/50 between skill and perk with a small advantage for the perks. But it's an average. Many skills are very weak without perks (magic? unless you abuse enchanting, enchanting itself is useless unperked) while others work without them like Lockpicking, but that's because there's no penalty to failing at the task so you can try again nearly forever until you succeed.

I don't need to tell anyone that, I actually experienced that myself. Seriously, without perks with one-handed being at level 90, 3 swings and a deathlord draugr is toast. Without using any perks for smithing, I can make armors that protect me and then enchant them to heal and increase my health and magicka, though I want to be a mage, being in constrictive caves doesn't help playing that role. Add that I can enchant other armors an d jewelry for other effects and I am good to go. Remember, I am talking ONLY about the skill being leveled high, they still work when using then without their relevant perks. Keep in mind, I am talking combat situation. Success or not in pickpocketing or lock-picking skills are not concerns in life and death situations.
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Laura Hicks
 
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Post » Thu Jun 21, 2012 7:29 pm

scow2-

i disagree.

yes, your light/1-h/block khajiit and 2-h/archery khajiit are 2 separate characters that you use to fight differently. however, there is nothing that keeps them from becoming exactly the same. there are no mechanics or unique customizations that flesh them out except your mind.

the differences between my nord 2-h/light and khajiit sneak/archer are shallow and cosmetic with each having the same impact on the world around them. how i fight is about the most meaningless difference i can have in a rpg/roleplaying game.

when everything can be exactly the same then nothing is stands out. i want more from my game then what my own mind comes up with. i want some mechanics that make my khajiit thief that specializes in sneaking, lock and pick to be different in the gameworld than my nord warrior. but, there are none and they aren't. the nord can become exactly the same as my thief.

they are shallow, simple characters without options and customizations and meaningful differences.
Then I guess you really hated Morrowind and Oblivion because it was a lot easier to transform all your chars into near perfect carbon copy of each other with 100 everywhere.



I don't need to tell anyone that, I actually experienced that myself. Seriously, without perks with one-handed being at level 90, 3 swings and a deathlord draugr is toast. Without using any perks for smithing, I can make armors that protect me and then enchant them to heal and increase my health and magicka, though I want to be a mage, being in constrictive caves doesn't help playing that role. Add that I can enchant other armors an d jewelry for other effects and I am good to go. Remember, I am talking ONLY about the skill being leveled high, they still work when using then without their relevant perks. Keep in mind, I am talking combat situation. Success or not in pickpocketing or lock-picking skills are not concerns in life and death situations.
With perks, that draugr would die in 1 hit or 2. Without perks in smithing, you cannot smith anything at all, you only improve stuff at half power and you cannot improve magic stuff in the first place. Without perks in enchanting, you enchant at half power and at 1/4 power once at level 100 due to the lack of "dual enchant".

Why are you saying that perks do not matter? If you find the game too easy, play on master.
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Steven Nicholson
 
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Post » Thu Jun 21, 2012 3:22 pm

scow2-

i disagree.

yes, your light/1-h/block khajiit and 2-h/archery khajiit are 2 separate characters that you use to fight differently. however, there is nothing that keeps them from becoming exactly the same. there are no mechanics or unique customizations that flesh them out except your mind.
I'd consider the ability to cleave through several enemies at once, slow time by drawing back a bow, and dual-cast Destruction spells vs. Bowl Everyone Over by charging around with a shield, restore stamina with my Healing spell, regenerate stamina in Light Armor, and slice-and-dice with a one-handed sword to be an insurmountable difference between the characters, given how few perk points I have remaining.

the differences between my nord 2-h/light and khajiit sneak/archer are shallow and cosmetic with each having the same impact on the world around them. how i fight is about the most meaningless difference i can have in a rpg/roleplaying game.
Then maybe you should try Action-adventure games? Because "How I fight" is the only difference between Thieves, Mages, and Warriors in every RPG I've played.

when everything can be exactly the same then nothing is stands out. i want more from my game then what my own mind comes up with. i want some mechanics that make my khajiit thief that specializes in sneaking, lock and pick to be different in the gameworld than my nord warrior. but, there are none and they aren't. the nord can become exactly the same as my thief.
What? The Khajiit would have a much easier time opening locks than the Nord, and can steal the clothes right off his victim's back without raising any suspicion. The Nord, on the other hand, probably couldn't even get within twenty feet of someone without being detected, and can't even reliably steel an unequipped weapon without getting caught. That's a pretty big difference. There aren't enough perk points to do everything.

Now, if you turn your Nord into a Thief to match your khajiit, that's simply a gameplay choice and logical progression of events. Why should it be harder to learn how to sneak just because you swung a sword around a few times in your life?
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Bedford White
 
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Post » Thu Jun 21, 2012 6:37 pm

scow2-

i disagree.

yes, your light/1-h/block khajiit and 2-h/archery khajiit are 2 separate characters that you use to fight differently. however, there is nothing that keeps them from becoming exactly the same. there are no mechanics or unique customizations that flesh them out except your mind.

the differences between my nord 2-h/light and khajiit sneak/archer are shallow and cosmetic with each having the same impact on the world around them. how i fight is about the most meaningless difference i can have in a rpg/roleplaying game.

when everything can be exactly the same then nothing is stands out. i want more from my game then what my own mind comes up with. i want some mechanics that make my khajiit thief that specializes in sneaking, lock and pick to be different in the gameworld than my nord warrior. but, there are none and they aren't. the nord can become exactly the same as my thief.

they are shallow, simple characters without options and customizations and meaningful differences.

Not only that, the game's NPCs don't recognize my character race properly. I am a Nord, but I am told by other Nords that I am a foreigner. I played a Khajiit, but I was allowed in Whiterun, where many say Khajjits are not allowed and everyone talks to me like I am a human. I defeated the Imperials in the SC/Imperial civil war. Walked up to a few imperials with SC armor on and nothing was said. I guess the sameness is an effect on all aspects of the game :blink: .
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Sarah Edmunds
 
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Post » Thu Jun 21, 2012 4:11 pm

Not only that, the game's NPCs don't recognize my character race properly. I am a Nord, but I am told by other Nords that I am a foreigner. I played a Khajiit, but I was allowed in Whiterun, where many say Khajjits are not allowed and everyone talks to me like I am a human. I defeated the Imperials in the SC/Imperial civil war. Walked up to a few imperials with SC armor on and nothing was said. I guess the sameness is an effect on all aspects of the game :blink: .
Welcome to the Elder Scrolls. Also, on the Khajiit/Whiterun issue, it's a lot more complex than you think
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The "merchants" are being disingenuous to you, Ysolda's naively uninformed, and those damn cats are smugglers.
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Code Affinity
 
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Post » Thu Jun 21, 2012 8:09 pm

Welcome to the Elder Scrolls. Also, on the Khajiit/Whiterun issue, it's a lot more complex than you think
Spoiler
The "merchants" are being disingenuous to you, Ysolda's naively uninformed, and those damn cats are smugglers.
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Ysolda is a smuggler herself you know. You got fooled by a pretty face I guess :D
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Victoria Vasileva
 
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Joined: Sat Jul 29, 2006 5:42 pm

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