Thoughts on leveling system?

Post » Mon Jun 04, 2012 4:50 pm

As i'm sure you know, in Skyrim, to level up your overall level, you have to level up your skills through use, and this is the only way for your character to gain levels. I am not a fan of this system. I feel like I go unrewarded for completing quests, killing tough enemies, discovering new locations etc. Sure, doing all these things leads to the eventual leveling of your skills, but it's not the same. I would like to see a combination of the skyrim system, and something like that of Fallout 3, if it is possible. I'm interested in your thoughts on the leveling system in Skyrim. Do you like it? Would you want to change it in a future game? etc...


Thanks :)
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Antony Holdsworth
 
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Post » Mon Jun 04, 2012 8:02 pm

I think you have a good point I would like a system where doing quests and killing enemies give you xp for perks like in fallout and where leveling your skills give you increased damage and perks like in oblivion and skyrim

the perks like in fallout could give you extra magicka regen, increased sprint speed, damage reflect, spell absorbtion, Ect

and the skill leveling could increase damage, duration of spells, skill effectiveness, Ect

it would give more incentive to explore, do quests, and most importantly level
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Josh Dagreat
 
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Post » Mon Jun 04, 2012 5:35 pm

I liked the system, how sure there are some leveled enemies but always plenty of low level enemies mixed in so you have both some challenge while feeling powerful.
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Reven Lord
 
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Post » Mon Jun 04, 2012 1:25 pm

I liked the system, how sure there are some leveled enemies but always plenty of low level enemies mixed in so you have both some challenge while feeling powerful.
I think you misunderstood my question. I'm talking about the way in which your character levled, not scaling of enemies.
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Mariana
 
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Post » Mon Jun 04, 2012 1:41 pm

I wouldn't change the system, I might prevent Enchanting, Alchemy, and Smithing from working over 100 so that you can't exploit it but other then that the system is ok, not perfect nothing ever is but it's better then the alternative. I don't see Fallout 3's leveling system which is one of it's biggest flaws(Because of the number of skill points), working in TES specificly Skyrim.
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Jesus Lopez
 
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Post » Mon Jun 04, 2012 11:57 am

How did you level in other TES games?
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Andrew Perry
 
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Post » Mon Jun 04, 2012 9:05 pm

One of the reason I love the Elder Scrolls series is because of its skill use system. I do not care for Dungeons-and-Dragons-style XP systems, at all. My character levels up through doing quests, such as taking a package from one NPC to another or discovering a new area of the game, and suddenly he has more health and is able to wield a sword with more skill? No. As a roleplayer XP systems make no sense to me.

leveling through skill use is a perfect roleplaying way to level, as far as I'm concerned. Unfortunately, Bethesda's leveling systems are not pure skill-use systems. They are hybrid systems, mixing skill use with manual distribution of points (either to Attributes or to Perks). I think they should drop the menus and the manual point allocations and just go with a pure skill use system for their next game.
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SexyPimpAss
 
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Post » Mon Jun 04, 2012 10:03 pm

How did you level in other TES games?
Skyrim is my first TES game
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Lori Joe
 
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Post » Mon Jun 04, 2012 10:39 pm

One of the reason I love the Elder Scrolls series is because of its skill use system. I do not care for Dungeons-and-Dragons-style XP systems, at all. My character levels up through doing quests, such as taking a package from one NPC to another or discovering a new area of the game, and suddenly he has more health and is able to wield a sword with more skill? No. As a roleplayer XP systems make no sense to me.

leveling through skill use is a perfect roleplaying way to level, as far as I'm concerned. Unfortunately, Bethesda's leveling systems are not pure skill-use systems. They are hybrid systems, mixing skill use with manual distribution of points (either to Attributes or to Perks). I think they should drop the menus and the manual point allocations and just go with a pure skill use system for their next game.

I like this idea... and just make the perks and leveling apart of the skill increases... make the skill increases harder to achieve. Also make mobs difficulty fixed so that you can run in to overpowered mobs and run the risk of getting killed; making leveling more "needed".

Yeah that would work for sure... In fact it's even more streamline (OH NOES!)
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sophie
 
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Post » Mon Jun 04, 2012 7:49 am

One of the reason I love the Elder Scrolls series is because of its skill use system. I do not care for Dungeons-and-Dragons-style XP systems, at all. My character levels up through doing quests, such as taking a package from one NPC to another or discovering a new area of the game, and suddenly he has more health and is able to wield a sword with more skill? No. As a roleplayer XP systems make no sense to me.

leveling through skill use is a perfect roleplaying way to level, as far as I'm concerned. Unfortunately, Bethesda's leveling systems are not pure skill-use systems. They are hybrid systems, mixing skill use with manual distribution of points (either to Attributes or to Perks). I think they should drop the menus and the manual point allocations and just go with a pure skill use system for their next game.
That would be a great idea but how to we determine Health if the skills are the main and only focus point, is it a 10 point increase per level or do we go with a Fallout 3 type Attribute system or the previous games attribute system.
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Clea Jamerson
 
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Post » Mon Jun 04, 2012 8:51 am

Skill rather than free choice from xp level suits me fine. Add in the sometimes difficult choices for perks at level up, great. If they added in a bit of the New Vegas system, unique perks for a few quests, and the +% damage bonuses for killing so many of one type of enemy, imho the best of both worlds.
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A Dardzz
 
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Post » Mon Jun 04, 2012 6:50 am

I really never saw how I can blast things to bits with my rocket launcher and have my lockpicking skill increase so I believe it is better than the generic exp system used in most games.

They could have given more skills as quest-rewards though, and preferably give you a choice in what skills that increased. Example: You finish a quest for a highly skilled warrior and he gives you the option for training in 2-handed, 1-handed or heaby armor(1-5 points based on quest difficulty etc.), or he can direct you to a trainer of restoration, alteration or destruction, or to a trainer of sneak, lockpicking or speech.
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Bethany Watkin
 
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Post » Mon Jun 04, 2012 5:34 pm

How did you level in other TES games?

In Morrowind and Oblivon...

On character creation, you picked a "class" of thief, mage, warrior. This gave that skill set a +skill bonus to start.

You then picked major skills. These start out higher level also.

When you gained 10 skill increases in your major skills, you gained a level.

The class and major skills also leveled faster than minor out of class skills.

Now when you leveled up, you could pick 3 attributes to increase. You could have up to a +5 bonus in the selected attribues. The actual bonus though depended on which skills increased for that level. Each skill was tied to an attribute.

So in order to get the max bonus, you had to keep track of what all skill increased, and figure out what skill you had to grind to get that +5 in the attribte you want.
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katsomaya Sanchez
 
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Post » Mon Jun 04, 2012 5:38 pm

In Morrowind and Oblivon...

On character creation, you picked a "class" of thief, mage, warrior. This gave that skill set a +skill bonus to start.

You then picked major skills. These start out higher level also.

When you gained 10 skill increases in your major skills, you gained a level.

The class and major skills also leveled faster than minor out of class skills.

Now when you leveled up, you could pick 3 attributes to increase. You could have up to a +5 bonus in the selected attribues. The actual bonus though depended on which skills increased for that level. Each skill was tied to an attribute.

So in order to get the max bonus, you had to keep track of what all skill increased, and figure out what skill you had to grind to get that +5 in the attribte you want.

Basically you ate the barrel of a gun. I think the problem so many people are complaining about was that leveling a character the right way was really the only challenge Oblivion offered. Then you would ramp the difficulty up to check if you did it properly... or if you found gouging yourself in eye fun like I did-you very carefully did it while on hard.
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Tammie Flint
 
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Post » Mon Jun 04, 2012 2:21 pm

Each game has it's own system for leveling and Skyrim is by the most up to date and worthwhile. The perk system is a tried and true example of quality leveling, and to revert back to Oblivion-style leveling would be a huge mistake. We would all like to see our minor accomplishments rewarded (discovering a new area, finishing a quest, etc) but it doesn't work well with the skill-leveling system as a whole. This topic is pretty much pointless, not to be mean, the entire game is based off their current system.
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Jessica Colville
 
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Post » Mon Jun 04, 2012 9:49 am

In Morrowind and Oblivon...

On character creation, you picked a "class" of thief, mage, warrior. This gave that skill set a +skill bonus to start.

You then picked major skills. These start out higher level also.

When you gained 10 skill increases in your major skills, you gained a level.

The class and major skills also leveled faster than minor out of class skills.

Now when you leveled up, you could pick 3 attributes to increase. You could have up to a +5 bonus in the selected attribues. The actual bonus though depended on which skills increased for that level. Each skill was tied to an attribute.

So in order to get the max bonus, you had to keep track of what all skill increased, and figure out what skill you had to grind to get that +5 in the attribte you want.

The correct answer is: By using skills, just like in Skyrim.
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Kayla Keizer
 
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