There was never anything wrong with the `Class System`.

Post » Thu Jun 07, 2012 9:43 pm

No matter the background you make for your character, in effect it will be no different than if your background was that you were born the day before you got on the wagon.

You appear to be lacking in the imagination department. Much of the point in developing a backstory for your character is to better inform his/her actions in the present. My characters each behave differently as befits the backstory I've created for them. So, in effect, it does make a difference.
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Connor Wing
 
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Post » Thu Jun 07, 2012 8:50 pm

I don't see how not putting Blunt and H2H in his major/minor skills would help him get his Blade capabilities to the max which require you to get 100 Str which you cannot do using only Blade short of using item enchants or temporary buffs.

"I agree... Oblivion was very limiting in this regard, for example the knight class had both blunt and blade as primary skills, so there was a point in Oblivion where I had to switch my sword weilding knight into a hammer weilding knight in order to continue leveling the charachter, which I did not like. So at least now with the classless system I just decide at the begning one-handed or two-handed, then I can use the perk system to specialize in a sword and I never have to pick up a mace."

His complaint had absolutely nothing at all to do with attributes. He had a class with two weapon skills as primary. His complaint was that it reaches a point where you can't level up anymore (get stronger) if you don't ever practice the blunt skill which he didn't want to do. The same is present in Skyrim. You'll reach a point in one-handed where you can't get any stronger if you don't ever practice the "blunt" skill.


You have the standing stones, they appear within less than a minute from when you exit the tutorial sequence, pick thief - there′s your tag!

That has absolutely nothing at all to do with whatever my character has done before the game started.


That's how a true class system works. If you're going to advocate a class system, don't bastardise it for the "casually-serious" RPGers.

Class, plus alignment. Your dwarf can never, ever, be a mage. Ever.

Don't give us all some horsecrap about how "it's how it worked in Morrowind". True class system. Bring it on! Make our character creations REALLY mean something.

If you'd actually read my posts instead of identifying people arguing on the other side as you and just unleashing whatever strawman you're thinking of you'd know what I wanted. Strawmanning your opponent does nothing but make you look foolish. I want something to differentiate the identical starting characters(assume characters are the same race of course) and to reflect that our characters had lives and actually did stuff before the start of the game. Skyrim's system is absolutely horrible in that regard.


What about the players that consider the role playing aspect of playing some poor guy of no noticeable adventuring skills thrown against his will in a life of adventure and has to find he's path and learn the trade on the fly?

Oh no! You cannot role play that! In every single RPG the players must be experienced adventurers in their own field and will never start a game with someone that didn't train in any adventurer class in the first place!

If they have a class system, allow the players to choose no class. If they have point allocation, allow the players to finish the character without distributing any or all of those points. If they have a tag system, allow the players to finish their character without tagging any skills. You can easily make it possible to do both.


You appear to be lacking in the imagination department. Much of the point in developing a backstory for your character is to better inform his/her actions in the present. My characters each behave differently as befits the backstory I've created for them. So, in effect, it does make a difference.

*facepalm* I thought it was obvious that I was talking about your characters proficiencies at the start of the game, and not any choices you decide to make after that. Whether your character apprenticed to a mage, joined the Imperial Legion, or whatever, with regards to the character's skill proficiencies at the start of the game, is in effect the same as if your character was born the day before you got on the wagon.
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chinadoll
 
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Post » Thu Jun 07, 2012 8:28 pm

We form our own classes. Not the other way round.

WRONG! and RIGHT!
But this sistem is much more limited than the previous.
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Spooky Angel
 
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Post » Fri Jun 08, 2012 1:24 am

If you'd actually read my posts instead of identifying people arguing on the other side as you and just unleash whatever strawman you're thinking of you'd know what I wanted. Strawmanning your opponent does nothing but make you look foolish. I want something to differentiate the identical starting characters(assume characters are the same race of course) and to reflect that our characters had lives and actually did stuff before the start of the game. Skyrim's system is absolutely horrible in that regard.

You have said nothing that refutes my argument. Indeed, you appear to be avouiding it, with some vigour. You profess to want a class system. A "true" class system limits your character based on race and alignment. Is this what you want? Yes or no will suffice.
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Noraima Vega
 
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Post » Thu Jun 07, 2012 6:48 pm

You have said nothing that refutes my argument. Indeed, you appear to be avouiding it, with some vigour. You profess to want a class system. A "true" class system limits your character based on race and alignment. Is this what you want? Yes or no will suffice.

I'm avoiding it because I never stated that position and you are fighting a strawman. I profess to want exactly what I said I did, not what you wish to put in my mouth.

Edit: Again, I'll refer you to actually reading my posts instead of arguing with whatever strawman you wish to construct. From a previous post of mine:

" I love characters that break racial molds. The Elven monk I once made was one of my favorite characters. And I loved that little dwarf in Arcanum that shunned technology and instead studied magic. "

[sarcasm]Yes I wish a system that will prevent people from doing something that I love[/sarcasm]
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Manny(BAKE)
 
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Post » Fri Jun 08, 2012 12:33 am

What about the players that consider the role playing aspect of playing some poor guy of no noticeable adventuring skills thrown against his will in a life of adventure and has to find he's path and learn the trade on the fly?

Oh no! You cannot role play that! In every single RPG the players must be experienced adventurers in their own field and will never start a game with someone that didn't train in any adventurer class in the first place!
Assuming that your character starts out in the world as an advlt (which is usually the case in RPGs) they should always be defined to some extent, before you set foot in the world.

In a point allocation system, either spread the points evenly or don't use them at all if you want a character who doesn't really specialize in anything right from the start. Problem solved.

Skyrim's way isn't better. You still have the basic skill stats spread evenly, but you're thrown into the world as a generic blob of a character with no real attributes.
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Niisha
 
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Post » Fri Jun 08, 2012 5:59 am



WRONG! and RIGHT!
But this sistem is much more limited than the previous.

Yeh... Much more limited than what?

In Oblivion we had what, 8 major skills that you couldn't change once the character was created.

In Skyrim there are over 60 skills in the magic tree alone. And each skill is actually something unique.

Plus... just like in Oblivion, your weapon, armor, magic, etc skills improve as you gain experience.

Only it makes sense in this game.
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naana
 
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Post » Thu Jun 07, 2012 8:37 pm

7 major skills in Oblivion, out of 21.
Skyrim has 18 skills and a bunch of cardboard perks.
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Beast Attire
 
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Post » Fri Jun 08, 2012 4:19 am

Well, I'm actually quite a hardcoe roleplayer... have been for several decades... and in my opinion this system adds a lot to the roleplaying experience.

I've been a roleplayer longer than most of you have been alive.

Learn to adapt... change is good.
Age does not always equal more wisdom and better judgement.

Change is not always good.
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Jarrett Willis
 
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Post » Fri Jun 08, 2012 1:23 am

Assuming that your character starts out in the world as an advlt (which is usually the case in RPGs) they should always be defined to some extent, before you set foot in the world.

In a point allocation system, either spread the points evenly or don't use them at all if you want a character who doesn't really specialize in anything right from the start. Problem solved.

Skyrim's way isn't better. You still have the basic skill stats spread evenly, but you're thrown into the world as a generic blob of a character with no real attributes.
Average advlt has 0 skills in magic, weapon fighting and the like though. You might have skills worth mentioning for sure but not adventuring skills.
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~Sylvia~
 
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Post » Thu Jun 07, 2012 8:19 pm

I'm avoiding it because I never stated that position and you are fighting a strawman. I profess to want exactly what I said I did, not what you wish to put in my mouth.

So what is it that you want? I confess, I am unsure, because you don't appear to have stated your position all that clearly. You would like a starting fillip to certain skills your character posseses?
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Emmi Coolahan
 
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Post » Thu Jun 07, 2012 11:42 pm

*facepalm* I thought it was obvious that I was talking about your characters proficiencies at the start of the game, and not any choices you decide to make after that. Whether your character apprenticed to a mage, joined the Imperial Legion, or whatever, with regards to the character's skill proficiencies at the start of the game, is in effect the same as if your character was born the day before you got on the wagon.

Seriously? All of this just to tell me what I already know? That every character of (Insert race here) begins with the same skill point allocation?

And what does that have to do with the argument? I told you that I don't require an arbitrary class designation just to be able to roleplay effectively. In fact, I prefer it without, while you seemed to be arguing that it's somehow necessary, and for the life of me I can't figure out why.
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Dawn Farrell
 
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Post » Fri Jun 08, 2012 2:41 am

So what is it that you want? I confess, I am unsure, because you don't appear to have stated your position all that clearly. You would like a starting fillip to certain skills your character posseses?

Again, from previous posts of mine:

"Couldn't agree with you more. Point allocation, class system, tagging a few skills, whatever. I'd just like something to reflect that our characters have existed and led their lives before the opening video pops up."

" I want something to differentiate the identical starting characters(assume characters are the same race of course) and to reflect that our characters had lives and actually did stuff before the start of the game. Skyrim's system is absolutely horrible in that regard. "

Edit:


Seriously? All of this just to tell me what I already know? That every character of (Insert race here) begins with the same skill point allocation?

Yes, exactly what I said in my very first post in this thread.

And what does that have to do with the argument?

It's my entire argument, so everything.

I told you that I don't require an arbitrary class designation just to be able to roleplay effectively. In fact, I prefer it without, while you seemed to be arguing that it's somehow necessary, and for the life of me I can't figure out why.

"It was a little something that aided roleplaying in an RPG. It made sure pure Mage's, pure Warriors, pure Theives, or any combo you can think of didn't have identical skill proficiencies at start. "

It's not necessary, but it aides in roleplaying. I like things that aide in roleplaying in roleplaying games. If they didn't have anything to aide roleplaying in a roleplaying game I may as well just day dream.
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Jesus Sanchez
 
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Post » Fri Jun 08, 2012 2:39 am

Age does not always equal more wisdom and better judgement.

Change is not always good.

Yeah, but when some of us see a bunch of kids who weren't even a glint in the milkman's eye, let alone grown their first curly hairs before we'd started RPGIng tell us all grandly how an RPG should work, well, let's just say I feel I've earned the right to a little cynical amusemant over it.

You want a look at the "serious" RPG'ers? We're it.

Frankly, as far as I'm concerned, if you don't remember picking up "The Bard's Tale" minty fresh from one of the few computer stores around when it came out, don't lecture me on what an RPG is.








Nah, I'm just being crotchety. Evberyone has their own opinion on what an RPG is. Sadly though, most people have never really played a true RPG, and no matter how much I do love TES, it is NOT a true, RPG. It's just, not. Or is it...?

NOW GET OFF MY $%#@ING LAWN!
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Annika Marziniak
 
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Post » Fri Jun 08, 2012 12:45 am

They're catering to players who treat roleplaying games like action-adventure games and just want to decide what their character looks like then dive straight into the world doing a little bit of everything.

It isn't so much the lack of a class system that bothers me though. It's the lack of attributes and a simple point allocation system at the start of the game when you create your character. If they had that, it really wouldn't be so bad if they then allowed the player to decide which skills they wish to specialize in as they play the game. Although skill progression should be a lot slower in my opinion, and the role of perks less significant.

You touched a good point there.
Beside the system being weak in design, the worst of all is your chained to begin in a closed archtype as Bosmer are archer, orcs are heavy armored no magic user, high elves are magic users and so on... And to complete the package, skills are pushed down your troat you wanting them or not: magic fire attack, magic healing...
So you already begin as any ass and not the way you envision your character.

Another point that is there since Morrowind came to console, is the absolute priority to catter any kind of gamer, or, in other words, tranfor the TES serie in a shapeless generic open world action game were "RPG" is restricted to go left right front or backpedal accept a mission or not, swing weapon A or cast spell B, but that not RPG at all. Or you ll call Far cry 2 and STALKER rpgs ? Or even Diablo series like open world.

What TODD did since Morrowind which he wasnt director of anything (thank god) is selling TES soul in name of casual gamers. And using his awfull gameplay design as a justification to change everything this path.
I really don t thing that any future game can be more generic than Skyrim, looking at it, i can t see what could be watered down anymore, the diference between Dark messiah and Skyrim are very thin.
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Marie
 
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Post » Fri Jun 08, 2012 4:54 am

7 major skills in Oblivion, out of 21.
Skyrim has 18 skills and a bunch of cardboard perks.

Cardboard perks?

Like backstab bonuses, sneak bonuses, crafting, and like over 200 things you can improve, add, and change.

As opposed to the skills in Oblivion that never changed. Ever.
And you think Oblivions way is better.

Wow
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Mandi Norton
 
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Post » Thu Jun 07, 2012 6:42 pm

Again, from previous posts of mine:

"Couldn't agree with you more. Point allocation, class system, tagging a few skills, whatever. I'd just like something to reflect that our characters have existed and led their lives before the opening video pops up."

" I want something to differentiate the identical starting characters(assume characters are the same race of course) and to reflect that our characters had lives and actually did stuff before the start of the game. Skyrim's system is absolutely horrible in that regard. "

These are largely meaningless choices, and again, not a true class system in any way. I was going to call this a bastardised class system, but it's not even that. Now, were it to reflect in higher MAXIMUM skills your char could attain, then, I could possibly get behind this, but as your suggestion stands... why? To what end? For mine, all this would give you would be a couple less levels at end game to level up in if you stuck hardcoe to your RP.
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Spaceman
 
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Post » Fri Jun 08, 2012 9:08 am

Average advlt has 0 skills in magic, weapon fighting and the like though. You might have skills worth mentioning for sure but not adventuring skills.
The average human from Earth as 0 skill in magic, you mean.

As for weapon skills... i'd argue that pretty much all advlt humans or advlt human-like fantasy beings have the capacity to wield weapons, Your problem is you're looking at the label "skill" as only meaning good/proficient, when really, skills are just there to make your character as uniquely defined as possible. At low levels, this can reflect how poor and inept your character is at certain things.
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Damian Parsons
 
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Post » Fri Jun 08, 2012 4:59 am

Oblivion to Skyrim wasn't much of a transition where classes were concerned. With a few lacking UI visuals aside, it works pretty similar.
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Susan
 
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Post » Thu Jun 07, 2012 7:19 pm

I've only played one character. She started with a boost in illusion. That's presumably what they teach at Thalmor approved racially pure schools. She doesn't care. She is more interested in restoration and alchemy. She did that stuff in her free time. She didn't start with a boost in alchemy. Has this disparity between interests and education spoiled my enjoyment of playing the role of a healer/alchemist at all? No, not in the slightest.
We can argue all day, but it all comes down to personal tastes. Some people just want prior classes, whether they matter or not, some people don't give a damn, and I am firmly one of those who thinks a few paltry bonuses do not represent a previous career at all, or matter, except to make the player feel their expectations of 'what makes a proper rpg' based on previously played games have been met.
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Emma
 
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Post » Fri Jun 08, 2012 3:02 am

I want, nay, DEMAND, the Bear Grylls class. First sign of thirst, I'm drinking my own pee.

hardcoe mode indeed.....
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Prisca Lacour
 
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Post » Fri Jun 08, 2012 2:47 am

Cardboard perks?

Like backstab bonuses, sneak bonuses, crafting, and like over 200 things you can improve, add, and change.

As opposed to the skills in Oblivion that never changed. Ever.
And you think Oblivions way is better.

Wow

What good would a sneak bonus do? I was evading vampires with 20 sneak and no perks. By standing still.

Backstab bonuses? how is that unique?

Crafting bonuses? hahahaha that's the epitome of cardboard cutoutness. Especially because the armor cap is so low that most of the smithing ones become irrelevant.

Try these for character-defining perks:
Lady Killer
Child at Heart
Cannibal
Solar Powered
Nerd Rage

THOSE were perks. And I only ever used 2 of them. Nothing in Skyrim feels like it makes me unique. It's just an oversized checklist of tropes. Excuse me for not being happy with that.
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Natalie J Webster
 
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Post » Fri Jun 08, 2012 12:48 am

What good would a sneak bonus do? I was evading vampires with 20 sneak and no perks. By standing still.

Backstab bonuses? how is that unique?

Crafting bonuses? hahahaha that's the epitome of cardboard cutoutness. Especially because the armor cap is so low that most of the smithing ones become irrelevant.

Try these for character-defining perks:
Lady Killer
Child at Heart
Cannibal
Solar Powered
Nerd Rage

THOSE were perks. And I only ever used 2 of them. Nothing in Skyrim feels like it makes me unique. It's just an oversized checklist of tropes. Excuse me for not being happy with that.

You forgot the greatest perk of all. Ever.

Bloody Mess.

I consider it a must have, and was disappointed it wasn't in Skyrim. Srs.
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Sheila Esmailka
 
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Post » Thu Jun 07, 2012 6:05 pm

Evberyone has their own opinion on what an RPG is.

I disagree with you, now because an idiot think he can fly, it doesn t mean that he will.
See, nature is very wise, if an idiot think he can fly and throw himself out of a cliff, he ll die.
Unfortunatly, in game market its the oposite, the more idiots screem knowledge, more power is given to them.

RPG has roots, meaning, reasons to be and background. Its not because people label features and games as RPGs that they are.
But in the industry, RPG has become COOL, so anyhting is labeled RPG to please the crowd, Hurray to MKT and lack of knowledge.
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Stace
 
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Post » Thu Jun 07, 2012 7:28 pm

I have yet to miss it
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Cagla Cali
 
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