Elder scrolls- two steps forward, two steps back?

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Innocent Flower

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That's just stupid.

How could you not understand that attributes can work and that perks should not be like they are in skyrim? The point of tes is to get better at what you DO by DOING it. Fighting with swords all day should make you a better swordsman. Using destruction magic should allow you to get better at destruction magic. Smithing all day should make you a better smith. you should NEVER get 20% better at something because the sky offers you a choice of perks and a perkpoint for one thing to get better at.

It would be easy to have attributes matter more. For instance having 0 strength at 0% strength and 100 strengh being 100% stengh. Meaning that someone with 40 strengh will find it easy to smash past the block of someone with 20 strengh. being twice as strong. or someone with 100 endurance running 10 times as far without tire than someone with 10 endurance.

Furthermore attributes CAN work and are neccessary for the ballancing of Enchantment. By this i mean that you should increase your strengh or speed or agility than your swordsman skills. Or at the very least increase your willpower rather than reduce the cost of a single school of magic to nothing.

people CAN pick the correct ones at the start. I don't think it takes a genius to figure out that a warrior should be stronger and that charisma has something to do with talking to people. Especialy if you give little descriptions. Im sure a company as large as bethesda could also put in a little calculator that describes the kind of character recomended for someone's chosen stats. there's also the lovely prospect of tutorials.

skyrim did it wrong. oblivion did it wrong too... multipliers are silly. But less wrong.
 

WoW Killer

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Innocent Flower said:
That's just stupid.

How could you not understand that attributes can work and that perks should not be like they are in skyrim? The point of tes is to get better at what you DO by DOING it. Fighting with swords all day should make you a better swordsman. Using destruction magic should allow you to get better at destruction magic. Smithing all day should make you a better smith. you should NEVER get 20% better at something because the sky offers you a choice of perks and a perkpoint for one thing to get better at.

It would be easy to have attributes matter more. For instance having 0 strength at 0% strength and 100 strengh being 100% stengh. Meaning that someone with 40 strengh will find it easy to smash past the block of someone with 20 strengh. being twice as strong. or someone with 100 endurance running 10 times as far without tire than someone with 10 endurance.

Furthermore attributes CAN work and are neccessary for the ballancing of Enchantment. By this i mean that you should increase your strengh or speed or agility than your swordsman skills. Or at the very least increase your willpower rather than reduce the cost of a single school of magic to nothing.

people CAN pick the correct ones at the start. I don't think it takes a genius to figure out that a warrior should be stronger and that charisma has something to do with talking to people. Especialy if you give little descriptions. Im sure a company as large as bethesda could also put in a little calculator that describes the kind of character recomended for someone's chosen stats. there's also the lovely prospect of tutorials.

skyrim did it wrong. oblivion did it wrong too... multipliers are silly. But less wrong.
I'm not going to claim that the perk system is perfect or anything. I can come up with as many nitpicks and suggestions as you can. But it's still a significant improvement over the old system, because it puts the player in control over their growth. It's like you say, the skill system is there so that you improve at the things you do. You're supposed to play the game organically and let the skills raise accordingly. That's not what happened with the old system. It promoted artificially power levelling your character. If you went out and completed quests, doing the content you wanted to do, then your character would end up less powerful than if you had stood by a bed spamming cantrips to yourself. That can't be right.

Same deal with Morrowind of course, but it was less of an issue back then because it was a much easier game. No matter how you levelled you'd be a walking god before long. With Oblivion's much more aggressive scaling you had a real sense of your character becoming less powerful through levelling. The scaling itself was a good idea though, don't get me wrong. I think the ideal a lot of people are looking for is a more challenge orientated gameplay style in the kind of worlds you get in TES games. Skyrim falls a little short of that ideal because the combat isn't yet good enough IMO, but it seems much closer than any of the other games.

Now a few comments on design.

You still need to reach a certain skill level to take the relevant perks, so it's not like you can get better at a skill when not using it at all. I can see how there's still a certain disconnect. If you don't have enough perk points by raising the skills you use normally, you can end up raising an easy-to-level skill (e.g. Illusion) just for the extra perk points to put in something Combat related. Again, I'm very much against this power levelling thing, so moves away from that would be improvements for me. They could maybe split the character levels up by combat/stealth/magic, and so have it that you can only buy combat perks with combat levels etc. Come to think of it that'd be pretty similar to the levelling system in Neocron. I also don't like how after a point I can't progress further by using the skills I want to use (e.g. if I'm playing a strict no-Magic character, then there's only so far I can go using the Combat and Stealth skills). That's an issue with all the systems though. There's an easy fix if they allowed over-levelling of skills, e.g. after 100 a skill can raise from 99 to 100 again and give the same xp towards your character level. Then they can still have a cap on the max level of 81 (or whatever they wanted it to be).

I'm not a fan of the more passive perks. I imagine these are in there primarily because they couldn't think up enough active perks for each tree. That's perhaps something that will improve in future when they add more depth to the combat system. I'd prefer it if the perks were more about adding options with the skill levels being the main basis for pure power. That way your choice of perks becomes more of a flavour decision than a min/max one. A better use of caps could also help out, like they did with armour. I notice that discussion on the perks needed to reach the armour cap above. Correct me if I'm wrong, but I seem to remember a character with perks in Smithing and Enchanting can still reach the armour cap with a full suit of Daedric, while not needing all the Heavy Armour perks (this might require the bugged Ancient Knowledge effect, I can't remember). That's the sort of thing that could work; depending on your perk choice you could still reach the caps, just in different ways. Imagine if there was a similar cap for say One-Handed damage; an Enchanter could then reach the same cap by using up slots for Fortify One-Handed, so you have different routes for the same min/max outcome. But then the Enchanting route still wouldn't get you the active perks like Critical Charge, so the different builds still have different advantages (the One-Handed specialist would also reach the cap without needing Enchantment slots, for instance). That's more the sort of thing I'd like to see.

Also, I think the game is much better for having actual build choices, rather than having a character that can eventually do everything. I've been able to replay Skyrim multiple times, sometimes back to back, because there are real differences between each character that I've made. That is a standard design choice in RPGs though, and I can see pros and cons either way. See for instance how they took the build options out of Diablo 3, and the different opinions on that decision.
 

Nomanslander

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I own Morrowind and Oblivion; time and time again I've tried to get into them, and time and time again I've chosen I'd rather stick with Skyrim. Those games might have looked better on paper, but when played they'd get wet, and all I would be stuck with was wet paper.

=/

The only thing that really annoyed me about Skyrim was the fact that I could be leader of the Dark Brotherhood, of the Companions, and Thieves Guild, all at the same time. I mean why stop there Bethesada? Can't I take over as the Stormcloak leader too? Oh oh, and also Empire, that way I can fight myself. And when the Aldmeri come around, I'll be instantly crowned as their emperor for no reason too.

>>

I mean, really? I know I'm suppose to be made out to be some great hero of the land, but that was just getting ridiculous.
 

SajuukKhar

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Nomanslander said:
The only thing that really annoyed me about Skyrim was the fact that I could be leader of the Dark Brotherhood, of the Companions, and Thieves Guild, all at the same time. I mean why stop there Bethesada? Can't I take over as the Stormcloak leader too? Oh oh, and also Empire, that way I can fight myself. And when the Aldmeri come around, I'll be instantly crowned as their emperor for no reason too.
Bethesda lets you join every guild because some people want to. However, if you make a mage character, why would you join the Thieves Guild, or The Companions, or the DB?

If you actually stick to your role-play then you wont be joining every guild, but the option does exist for the people who chose to.
Innocent Flower said:
How could you not understand that attributes can work and that perks should not be like they are in skyrim? The point of tes is to get better at what you DO by DOING it. Fighting with swords all day should make you a better swordsman. Using destruction magic should allow you to get better at destruction magic. Smithing all day should make you a better smith. you should NEVER get 20% better at something because the sky offers you a choice of perks and a perkpoint for one thing to get better at.
Because attributes dont work, as shown by every game that has them. Attributes only impose conformity amongst characters by turning progression into trivialistic increases, instead of game changing increases like they should. Also, Skyrim does work on the "the more you use it the better you get with it", if it didn't perks wouldn't have level requirements, or pre-reqresit perk requirements.
Innocent Flower said:
It would be easy to have attributes matter more. For instance having 0 strength at 0% strength and 100 strengh being 100% stengh. Meaning that someone with 40 strengh will find it easy to smash past the block of someone with 20 strengh. being twice as strong. or someone with 100 endurance running 10 times as far without tire than someone with 10 endurance.
That can also be achieved with perks such as a "increase the chance of breaking through an enemies blocks by 10%", which force less conformity amongst players then attributes do, and raising your Stamina does let you run farther, then someone with lower stamina, without tiring.
Innocent Flower said:
Furthermore attributes CAN work and are neccessary for the ballancing of Enchantment. By this i mean that you should increase your strengh or speed or agility than your swordsman skills. Or at the very least increase your willpower rather than reduce the cost of a single school of magic to nothing.
There is no need to balance enchanting when the only thing making it unbalanced is peoples choice to make it unbalanced. Also, it is impossible to reach 100% cost reduction in any school of magic without using enchanting exploits, which is the players choice, and a choice they should have.
Innocent Flower said:
people CAN pick the correct ones at the start. I don't think it takes a genius to figure out that a warrior should be stronger and that charisma has something to do with talking to people. Especialy if you give little descriptions. Im sure a company as large as bethesda could also put in a little calculator that describes the kind of character recomended for someone's chosen stats. there's also the lovely prospect of tutorials.
They can also just make perks to do the same effects attributes have, while at the same time making character growth larger then if it was done via attributes, and dont require people to have foresight into the game's systems before they play the game, allowing for more organic growth.
WoW Killer said:
Then they can still have a cap on the max level of 81 (or whatever they wanted it to be).
Skyrim actually has a soft cap of level 50, meaning, the average player is only supposed to get to 50 by leveling all of their chosen skills. The level 81 "hard cap" only exists for people who power level and raise all their skills, your really not supposed to go past 50 if you play the game normally.
 

IamLEAM1983

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Aug 22, 2011
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I think what needs to be considered is the fact that it's all subjective.

I loved Oblivion. I loved the Alchemy system, I loved the sheer flexibility of it all and I loved how I could turn my character right around in the middle of a single playthrough and go for magic instead of combat.

When you look at it objectively, Skyrim offers the same exact options. The only things that have changed involve the streamlining of the more needlessly complex elements. Fantasy games tend to naturally gravitate around the Warrior/Thief/Mage trinity, and they're still letting you mix and match as desired. The level-up scheme makes progressing less of a frustrating ordeal and makes it so the trainers around the province are there to give you a leg-up. In Oblivion, you more or less had to sink a huge amount of cash into trainers to get the best out of your abilities. Not so with Skyrim.

As for Spellcrafting; that's really in line with Alchemy. Yes, Oblivion granted you more choices, but let's be honest for a sec. Who actually bothered with whipping up custom spells? Most of the users of that system intentionally glitched it or used various fortifying tricks to willingly create an OP spell with close to zero Magicka cost. Alchemy still offers the same modular aspect, and look at what happens in Skyrim: people exploit the way buffs work to craft god-tier gear way ahead of time.

Objectively, nothing's changed.

Both games aren't so much broken as there's so many cracks and nooks and crannies to sink into that you can game the whole thing against itself. That's regardless of how many weapons there are in the game.

Plus, why whinge about the state of the Elder Scrolls series when it's as modular as you want it to be? Miss the old class system? There's a mod for that. Miss the weapon selection from Oblivion? There's a mod for that. Miss the way enemies scaled or didn't scale? There's a mod for that.

Virtually any complaint levelled at a Bethesda game can be fixed by the fan community.
 

Joccaren

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Mar 29, 2011
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SajuukKhar said:
-That Thieves and mages use it or not is irrelevant. A mage who picks up one-handed weapons late in his life, aka after he has used all of his perks, should NEVER be able to match the damage a trained warrior, who has spent his entire life training with a sword, aka who has put perks into one-handed. It makes zero sense, and even then there are still plenty of mage character that use one handed, and they should not be able to do as much damage as a warrior.
And they won't be able to. The warrior will have 100 one-handed skill, a charge power attack, a decapitate power attack and a paralyse power attack, as well as bonuses to speed and damage for duel wielding. This is all not tied into bleeding or critical, or armour penetration, which was the subject of discussion on weapons, and doesn't include any replacement perks that could be added.
Is it possible for the mage to get to this level too?
Yes, but it is anyway thanks to the way Skyrim's perk system works. The thing that would prevent this would be a well done stats system, where the warrior would likely be 30-50 strength about the mage, and thus deal 30-50 more damage per hit [Probably 20-33 more damage thanks to how Skyrim's balancing seems to work].

-Actually, one handed, and two handed, weapons have different reaches, with two handed weapons having 30% more reach then one handed weapons, and each type of weapon, axe, mace, swords, has it's own chance to stagger enemies when using a power attack.
Yes. The reach is the thing that plays the biggest role in all this, and is the main reason two handed plays differently to one handed IMO. Stagger, apart from between 1 and two handed weapons, seems to be rather negligible, and based more on timing than anything - trying to stagger an already staggered opponent will do nothing, and you're better off just using normal attacks until they're back up.

-Dual weilding is meant to be the strongest means of damage, but it comes at the cost of not being able to block, and thus taking more damage. its a tradeoff.
Of course, never said otherwise. However the lightning kill speed makes the tradeoff very worthwhile, especially if you can dodge the attacks your enemy sends between your power attacks.

-Not everyone uses a meatshield companion, and then again, abusing the game's systems to your advantage is a choice you make, and that's fine, but people who play the game normally, and dont abuse the game's systems in a similar way, have different results.
In what way is it not normal, or abusing the game's system?
The game gives you a follower. That follower will charge into battle screaming something like "Skyrim is for the Nords!" and you can do nothing to stop them. What you can do is use their distraction as a chance to fight groups of enemies effectively, killing enemies while their back is turned to attack your follower.

-I am not sure of the point you were trying to make about perks/abilities in other RPGs anymore.
Basically, just because a skill unlocks a perk doesn't mean that that skill influences what the perk influences. In Enchanting, levelling the enchanting skill does nothing. Unlocking perks with your levels does something, but you can't say its the enchanting skill that has increased the number of enchantments you can put on your weapons. No matter how much you level your enchantment skill, you won't get that bonus. Only by buying that perk will you get that bonus.

-Having to spend 10 hours to get through one dungeon because magic does so little damage is not a viable means to play the game, you will never get it done at that rate.
And with perks you might spend 5 hours. Still not viable.

-Even with 200 magicka, and 100 destruction skill, the most basic flames spell still costs 8magicka a second, giving you 25 seconds, at most, of use. And since the flames spell only does 8 damage a second, which gives you only 200 damage, less then 1/5 of a Dragur Death Overlord's health, and the fact that it takes nearly two minutes to fully regen your magicka while in combat, means its going to take AGES just to beat one guy. It is not a viable way to play the game, as it takes far to long to get through anything. Being able to do it =/= viable.
Of course a level 10 mage is going to be meh. However, perks do little to alleviate this situation. Lots of enchanted gear is what increases your mana pool's viability the most, and perks will double your damage. Even with 16 damage, it'll still take ages.

-No, it has nothing to do with BETHESDA's ability to do attributes, it has to do with attribute systems in ALL games. Every single game with attribute systems has the exact same flaws, putting points into yur attributes does very little to effectively make your character better, it is only through MASSIVE point differences do any real changes take place. The difference between characters in games with attributes is mostly only in the displayed numbers on the screen, however, under the hood, when you actually calculate out all the damage resistances, or critical chances, etc. etc. you will find that there is little real difference between your character.
Of course you're not going to get a massive jump in power each level. You get a gradual increase so that a level 2 will still beat a level 1, but won't stand a chance against end game bosses, nor have 10,000 health because of one level. Many games do stats effectively. The first boss of the game becomes a commonplace enemy you can one hit kill in games like Dragon Age: Origins. Sure, part of that comes down to your increased weapon damage, but your weapon has increased its damage by... 7 points? In most cases, which is absolutely nothing when you can 1-2 hit those things.
By end game, you end up with very different characters thanks to their different attributes modified by their stats. A mage will likely have a fifth the health of a warrior, and with a sword deal less than a quarter of the damage - when they even hit, but that warrior, were he able to cast spells, wouldn't be able to touch rank 2 spells, let alone do the spell combos that a mage can pull off with ease.
Stats work, just obviously not in the game's you've played.

-No, that isn't the case at all, your not making any sense. A fireball spells, and a fireball spell with an added fear effect, are two different spells. A level 10 magnitude fire spells, and an 11 magnitude fire spells, are the same spell because they dont have different effects.
I'm sorry, but your list included Flames+Double Damage Perk, Flames+Stagger Perk, and combinations thereof. Those are spell effects being added on. Going into technicalities there's not even a change in the Creation Kit for them if memory serves, but even then, except when combining two different spells into one with duel casting [Flames+flames is still flames], its the same spell.
 

Nomanslander

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SajuukKhar said:
Nomanslander said:
The only thing that really annoyed me about Skyrim was the fact that I could be leader of the Dark Brotherhood, of the Companions, and Thieves Guild, all at the same time. I mean why stop there Bethesada? Can't I take over as the Stormcloak leader too? Oh oh, and also Empire, that way I can fight myself. And when the Aldmeri come around, I'll be instantly crowned as their emperor for no reason too.
Bethesda lets you join every guild because some people want to. However, if you make a mage character, why would you join the Thieves Guild, or The Companions, or the DB?

If you actually stick to your role-play then you wont be joining every guild, but the option does exist for the people who chose to.
The hell with what players want, I learned a some time ago that if you give the players ultimate choice, they're just going to end up making a game they won't want to play afterwards. It's like over modding a game or cheat codes. Back when I played Vice City I used up every cheat in the book and got bored of the game in a week, but with San Andreas I stopped doing that and played the game almost to the end.

Point I'm trying to make is there is a point where a game can make you too powerful or too badass, and after that things start to get boring. When I can be leader of both the Dark Brotherhood and the Companions. The lore aspect of the game feels cheapened just to satisfy me. They feel like two complete opposites and joining one should disallow me to join the other. But it doesn't do that, the game is too preoccupied holding my hand like it's my rich daddy and getting me everything I want to the point nothing seems interesting or challenging.

That's why two thirds of the way through beating Skyrim, I dropped the game and started replaying Dark Souls again.
 

SajuukKhar

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Joccaren said:
-If the difference between a 100 one-handed warrior, and a 100 one-handed mage, is three flavor power attacks, there isn't much real difference at all. That's like saying a warrior and mage are different because the warrior does 6 bleed damage over 3 seconds, while a mage does 4 bleed damage over 6 seconds, its a trivialistic increase.

Also, if a mage tried to raise his one handed after spending all of his perks in his magic skills, as a mage would, then he wont be able to match a warrior, because he has spent all of his perks. This is a system tat makes REAL effective character differences, and not some flavor only BS.

-Stagger actually determines how much of the stagger animation plays, not your chances of staggering an opponent. So it affects how long they stay staggered.

-Yes, the tradeoff is worthwhile, that is kinda the point.

-Because you are using a obviously broken system, and one they admittedly need to fix, and using that broken system to make the game far easier then it should be. That is exploiting defined.

-Magic isn't viable with perks if you only use the most basic spell, but why would you? Magic, except destruction magic, is so OP with perks its crazy.

-Where did you get the level 10 mage from? I was talking about a level 81 mage with 100 destruction skill, and no perks.

-Dragon Age: original still suffers from the problem that most mages will play like each other, because the way the spell and stats system is made, if forces mages as a whole down a samey path, same with warriors, and rouges. Comparatively, Skyrim offers far more variation in what you can do with mages, warriors, and thieves, then DAO did, and it does so without stats.

Funny how games with stats always seem to impose conformity amongst character types, and when removed, the conformity vanishes, in large part.

-How is a fireball, and a fireball with an added fear effect the same spell? Is a fireball, and a fireball that has a 15 foot aoe effect the same spell also?

Once again, perk change the spell into something It wasn't before, be it by added damage, or extra effects. Trying to say that a fireball spell, and a fireball spell with an AoE effect, and a fireball spell with an added fear effect, are all the same spell, is disingenuous.

Nomanslander said:
I play Skyrim, and games like GTA, more then any other game. I can never get bored of them because they let you do everything you want. It's like G-Mod, or Minecraft, it's just "here you go, make whatever you want, do whatever you want, have fun".

Also, how is the game letting you do what you want holding your hand? if anything, it is the exact opposite of holding your hand, because it doesn't lead you to anything, it doesn't force you down any path, it just says "here you go, have fun, I'll be off"

Preventing you form being able to join every guild, now that would be holding your hand, because the game is acting you lack any self control, and need daddy/big brother to sit there and look over your shoulder so you dont do anything your not supposed to, or might upset you.

I dont see why people need developers to sit there and babysit them with artificial lockout mechanisms when people can choose to stop power-gaming whenever they want. It's like gamers have no self-control, or self-responsibility, anymore, and so they need developers to run their games for them. It's actually kinda sad.
 

Joccaren

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Mar 29, 2011
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SajuukKhar said:
-If the difference between a 100 one-handed warrior, and a 100 one-handed mage, is three flavor power attacks, there isn't much real difference at all. That's like saying a warrior and mage are different because the warrior does 6 bleed damage over 3 seconds, while a mage does 4 bleed damage over 6 seconds, its a trivialistic increase.
And ATM its that same trivialistic increase. Lets not also forget the Warrior deals double damage thanks to the 5 20% increase perks, swings a lot faster when dual wielding and does a lot more damage on duel wielding power attacks. None of this is tied to the weapon perks. Also, what is with you and complaining about how things like stats only give minimalistic increases, and then suggest minimalistic increases yourself. Warrior does 6 bleed damage and mage does 4? Why not Mage does 5 over 5 seconds and warrior does 20 over 5 seconds. Large jump. Problem solved. Don't just substitute an easily solved problem that hasn't even been discussed into someone else's solution. Instead think that maybe it could be done well, rather than being a worst case scenario, and comment that "Maybe that could work, provided the difference between the warrior and mage was great enough in aspect x", rather than assuming it won't be.

Also, if a mage tried to raise his one handed after spending all of his perks in his magic skills, as a mage would, then he wont be able to match a warrior, because he has spent all of his perks. This is a system tat makes REAL effective character differences, and not some flavor only BS.
Uh, no, not really. A mage could still max out the perks in the warrior tree. I've done it before. Of course, it all depends on what sort of mage you're playing - are you playing the mage that learns every spell in the book, and masters every perk in every magic tree, or are you a mage that specialises in one or two trees of magic, and only gets the useful perks. The former couldn't max out the useful one handed tree perks. The later could easily.

-Stagger actually determines how much of the stagger animation plays, not your chances of staggering an opponent. So it affects how long they stay staggered.
Minutely between weapons, excepting the one handed to two handed jump.
Sword has 0.75, axe has 0.85, and mace has 1.
Two handed sword has 1.1, a considerably larger jump overall for just the lowest stagger 2 handed weapon.
Note: Each of these values is pulled directly from the Creation Kit for the Daedric weapon set, though stagger remains the same value for all weapons of that type from Iron to Daedric thanks to Bethesda's balancing. Thankfully there are mods that fix that.

-Yes, the tradeoff is worthwhile, that is kinda the point.
To be honest I'm not even sure what we're talking about here anymore seeing as we're agreeing with each other on everything, and I'm not going to bother going back to check, so I'm just going to leave it at this.

-Because you are using a obviously broken system, and one they admittedly need to fix, and using that broken system to make the game far easier then it should be. That is exploiting defined.
So so much as getting a companion is exploiting the game?
Wow. I'll tell you what else is exploiting the game?
Filling in the Perks for any tree in the game as the balance is obviously broken so that even maxing one of them turns you into a god of death that nothing can stand against. One-Handed, Two-Handed, Destruction, Archery, Sneak, Smithing, Alchemy, Enchanting - all make the game far easier than it should be. Apparently that is exploiting defined.
I'm not going out of my way to to use my companions as a meatshield. They're my carry sack if anything, but you can't stop them charging in. If I've got to miss out on one of the game's systems because apparently its "exploiting" to even touch that system, there is something seriously wrong with the way the game is made.

-Magic isn't viable with perks if you only use the most basic spell, but why would you? Magic, except destruction magic, is so OP with perks its crazy.
Same goes with non-perked magic. You can learn all these spells without perks. Perks give them a bit of extra oomph, but its hardly necessary for them to be viable.

-Where did you get the level 10 mage from? I was talking about a level 81 mage with 100 destruction skill, and no perks.
I got level 10 mage from the fact you had 200 magic. What, did you have 700 health on that mage, or 700 stamina?
You get 10 points to spend on Health, Magic or Stamina each level. At level 81 you should be far closer to 800 magic than a mere 200. If you're not, you're really not playing a mage.

-Dragon Age: original still suffers from the problem that most mages will play like each other, because the way the spell and stats system is made, if forces mages as a whole down a samey path, same with warriors, and rouges. Comparatively, Skyrim offers far more variation in what you can do with mages, warriors, and thieves, then DAO did, and it does so without stats.
Agreed, though this is a different problem from your problem with stats. It comes down to how people play the game mostly.
The difference between warriors and mages, however, is quite large. Rogues suffer from the Dragon Age team trying to make them combat viable rather than the general D&D utility rogue, who existed to scout ahead, unlock chests and disarm traps, and get a few backstabs in a fight.

Funny how games with stats always seem to impose conformity amongst character types, and when removed, the conformity vanishes, in large part.
It doesn't so much impose conformity as the players prefer to conform. There are optimal mage builds in DA:O, certain spells and such that are better to get than others. Thanks to the way the fanbase thinks, they'll try to build all their mages towards this optimal build in order to max out the usefulness of their characters, rather than building something for 'fun' - though maxing characters can be fun too for some people.
Such builds exist in Skyrim as well. There will be a build that is far more OP than any other in the game. Why doesn't everyone go for it?
They don't care about min/maxing their stats, and instead just head out to have fun and do whatever they want.

-How is a fireball, and a fireball with an added fear effect the same spell? Is a fireball, and a fireball that has a 15 foot aoe effect the same spell also?
Unless it comes as a different spell named "Fireball - AoE", yes. Is it really that hard to understand?
The way you're talking is as if there are over 10 types of attack per animation for one handed weapons:
Attack with no perks
Attack with the +20% damage perk
Attack with the +40% damage perk
Attack with the +60% damage perk
Attack with the +80% damage perk
Attack with the +100% damage perk
Attack with the lvl 1 Critical Damage perk
Attack with the lvl 2 Critical Damage perk
Attack with the 20% damage and lvl 1 Critical Damage perk
ect.

Simply adding a special effect on the side of an already existing spell does not make it a new one. It just adds an extra effect to the side.

Once again, perk change the spell into something It wasn't before, be it by added damage, or extra effects. Trying to say that a fireball spell, and a fireball spell with an AoE effect, and a fireball spell with an added fear effect, are all the same spell, is disingenuous.
In case you haven't noticed the main thing that I'm picking on here is the "Added damage" thing.
Why is +20 magnitude on Fireball a new spell if its added through a perk, but not when its added through the spell making system?
 

beastro

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Eddie the head said:
beastro said:
SajuukKhar said:
Gear should not be a progression system IMO, gear should be something you pick because you like it, which is what Skyrim moved to.
Sorry, but chain mail is inferior to plate armour and no amount of modification will change that fact.
Not true. Chain mail distributes kinetic energy much better then plate mail, meaning it blocks projectiles better. Any arrow, or magic attack with kinetic force, would have it's energy "absorbed" and thus not be as effective. So you can't say one is binarily better then the other. It would depend on what is being used.
You're only adding to my point about how games sound have armour types with benefits and trade offs.

Anyway, the benefit of plate has always been cost in labour and material and easier production and maintenance.
 

beastro

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SajuukKhar said:
Player choice > forced limitations.
Without certain limitations games how no proportion.

If you don't want those limitations, mod the game yourself to remove them.

I dont see why people need developers to sit there and babysit them with artificial lockout mechanisms when people can choose to stop power-gaming whenever they want. It's like gamers have no self-control, or self-responsibility, anymore, and so they need developers to run their games for them. It's actually kinda sad.
I would like a return to the removal of the essential tag to npcs in TES games.
 

SajuukKhar

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beastro said:
Without certain limitations games how no proportion.

If you don't want those limitations, mod the game yourself to remove them.
I shouldn't have to mod to remove something, when the same thing can be achived by not needing to mod, and just having people show self-restraint. You can make limitations for yourself, giving the game proportion, and while not preventing those who want to do everything from needing to mod to do everything, problem solved. On top of that, that is totally unfair to the Xbox, and Ps3, players who want to do it, but cant mod.
beastro said:
I would like a return to the removal of the essential tag to npcs in TES games.
Too many people complain as is with Vampires in Dawnguard being able to kill off the half of towns that aren't essential, I can only imagine the mass waves of complaints about how "THIS NPC DIED RANDOMLY AND NOW I HAVE TO RELOAD A SAVE GAME FROM 6 HOURS AGO TO DO THIS QUEST, WAAAA". The lack of essential tags on characters was only possible in Morrowind because essential NPCs were never put in situations where they could be killed by anyone but you since they never moved.
Joccaren said:
-Umm no, ATM its a very large increase because 5 perks of 20% each is quite a substantial increase. How are the perks not tied to the weapons perks? It's part of the fing one-handed skill tree, the skill tree for one handed weapons. Seriously, start making some sense.

Also, such a large jump in bleed damage is totally uunbalancing... way to break the game even more.

-If you maxed out the perks in the warrior tree, then you werent playing a mage, as even at level 81, there isn't enough total perks to max out both.

-OFC the stagger remains the same for all weapons of the same type, stagger is done by weapon type, and why would a Daedric mace stagger more then an iron one? they are both maces. You dont need mods to fix something that isn't broken.

I think you need to redo the math on that
-The difference between .75, and 1, is .25
-The difference between .85 and 1 is .15
-The difference between 1 and 1.1 is .1
The difference between the lowest stagger two handed weapon, and the base 1, is the smallest difference in the game, not the largest.

-One-handed, two handed, destruction, archery, alchemy, and enchanting are not OP. Without doing ungodly smithing/aclehmy exploits, even with all one-handed or two handed, or archery perks, those skills are still fairly balanced as high level enemies have 900-1000+ hp, and the most you can get the best one-handed sword to, even with all the one handed perks, and smithed to legendary minus exploits, is 75 damage.

Sneak is broken like hell though, I will give you that one.

-False in entirety, without the perks to reduce the cost of spells, you will not have enough magicka, or magicka regen, to be ale to kill anything any time soon, the magicka spell reduction perks are 100% necessary, unless you exploit enchanting/alchemy and give yourself 100% cost reduction.

-I was talking in hypothetical, and at level 81, your magic should not be over 400-450, because then you would have several nerfed yourself in hp, and carry weight, and even with that high of magic, it still takes nearly just as long.

-Nope, I am sorry, but this is 100% the result of the way the stats system in DAO is handled, it makes any attempt to do anything different non-vialbe.

-No, it imposes conformity by making the so called "increases" give tirvialistic bonuses, people min/max in games like DAO because it is the only way to get real change in your characters. Skyrim may have uber-builds achived through min/maxing, but the non uber builds are far more diverse then DAOs becuase of the lack of stats, and shifting everything onto perks.

-Its hard to understand because it simply isn't true. I could have a car, add a whole bunch of custom parts to it, and the car's name doesn't change, but it's still a different car then what I started off with.

-Because perks are vanilla parts of the game, and are made to represent the increase in damage of spells that Oblivion had, but instead of giving you like 6 copies of the same spell, they just merge it into one.

Oblivion had like
-fireball - effect:fireball that does 10 damage: rank novice
-fireblast - effect:fireball that does 15 damage: rank adept

Skyrim merged that into
-fireball
-fireball + damage perk

I am only talking about Bethesda pre-made vanilla spells, not crap people make up in spell making, that are not vanilla spells.
 

Spiritofpower

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SajuukKhar said:
*snip* (NOTE FOR CLARIFICATION: THIS IS ONE OF HIS POSTS FROM THE FIRST PAGE, DO NOT BE CONFUSED.)
I, personally, enjoy the heck out of old-school turn-based RPGs. I also enjoy the heck out of newer action games, and action-RPGs. Is it somehow wrong for me to like that style of game? Maybe something about planning out stats and skills and battle strategies that don't rely on my reflexes appeals to me?

Look, I'm not saying you're wrong, but I'm disagreeing with you on your (apparent, I may be misinterpreting things) opinion that old-school turn-based games like Final Fantasy and Dragon Quest (and newer ones like Radiant Historia and Dragon Quest IX) exist only due to nostalgia and the limitations of old consoles like the NES, and should be replaced with action games.

If this is not, in fact, what you were saying, I apologize for misunderstanding you.
 

Danceofmasks

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SajuukKhar said:
If you are going to exploit, then there should at least be some consequence for it. Being the "smith anything to X" god exploit requires you spend many perk points, if they could create a similar system for spell making, requiring you to spend many perk points in order to be able to exploit it, I would gladly accept it.
What are you talking about?
All you need are a couple of enchant effects, and a bunch of fortify restoration potions.
 

Schtoobs

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Arena was brutal hard and probably had more to it than I could comprehend at the time.

Daggerfall was great, but so broken... not falling through the world took a special knack. Think I didn't understand the way the gameplay was delivered or how to get quests or what most of the stats meant. The dungeons were the best in Daggerfall imo, silly big sometimes and seemingly broken but awesome. Layouts felt totally random aswell (think they might have been made using a generating algorithm thingy).

Morrowind was great, almost certainly the biggest leap of all the series, but I don't think it the best, like many seem to.

Oblivion story felt really generic, the lack of a coherent story arc in the previous games added to the mystery and atmosphere for me. Being force fed the story and never getting to feel totally lost takes something away from the last two entries in the series.

Skyrim is my favourite because it's the best mix, the dungeons and caves, although a huge improvement on Oblivions, were abit linear. Maybe I just want to see more crappy auto-generated dungeons. Shit story again, nice enough premise but too much "you are the one of legend", seriously I don't think there are any prophecies left to fulfil in Skyrim. Selfish Dragonborn hogging all the glory.

I think they need to let you get good at everything by using a skill to boost a stat... becoming head honcho at the school of magic whilst not even being able to produce a decent fireball is absurd.

Brilliant series overall.
 

Dethenger

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Verzin said:
Take the archmage quest chain in Skyrim. That was just so disappointing for me. No magic needed to progress, no arcane secrets to discover, mediocre lore, and WAY TOO RUSHED. They're trying too hard to tell EPIC STORIES OF WORLD SHAKING AWESOMENESS and instead telling over-grandiose stories with no substance.
I must concur. I went through the College of Winterhold questline and became the Archmage in an hour or two. I was playing a fucking Thief build.

There's something to be said of exclusivity in content. It makes absolutely no sense that I, being the character that I was, would be able to progress through the College of Winterhold, and that's to say nothing that I somehow became the Archmage at the end of it. Do you know how I even got in? I mean, they make you prove your adeptness at magic, and I hadn't leveled it at all. So, I conjured a Flame Atronach with a scroll. A fucking. Scroll. After that, I just played as normal. Everyone around me was casting spells and shit, meanwhile I was firing arrows from hiding. I mean I guess you could say fine, I gamed them with the scroll and went through without magic, okay, whatever. But to make me the Archmage at the end of it, when I could barely cast a fireball?
And that's to say nothing of the Companions. The Companions are the polar opposite of me. They all talk about how much they hate backstabbers and cowards who cling to the shadows. They all rushed valiantly into battle, and you know what I did? I clung to the shadows and scored backstabs, and by the end of it all I was their leader and they all respected me.

In Skyrim, you can lead the College of Winterhold, the Companions, the Thieves' Guild, and the Dark Brotherhood. This may sound cool, but it really screams of shallow content. The only two that really make any sense together are the Thieves' Guild and the Dark Brotherhood, kind of. I mean, even then, the Thieves' Guild is pretty solidly against killing.
To be sure, I enjoyed playing Skyrim, but for the scale of everything that happened, nothing ever seemed to change. I assassinated the fucking Emperor of Tamriel, and fuck-all happened. I remember one of the thieves in the Ratway mentioned that he heard I was connected to the Dark Brotherhood, and he told me that even though my business was mine, they were bad news, and you know what? I was really impressed. I thought, "Wow, someone is acknowledging things that they are not directly involved with." But that was it.
Even the guards, who have apparently heard that I run with the Thieves' Guild, will call me valiant for leading the Companions; even the guards, who have apparently heard that I lead the Companions, will tell me they're unimpressed with my magic fluff; even the guards, who have apparently heard I'm some nerd with the College of Winterhold, will nervously call me "sir" because they've heard dark tidings of me in Dawnstar; even the guards, who are scared of me because of my connections to the Dark Brotherhood, will try to intimidate me by letting me know he knows I'm a member of the Thieves' Guild. He may even try to arrest me; you know, after he thanks me for saving all of Skyrim and her people.
 

ninjaRiv

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I agree with you, Original Poster!!! Morrowind is one of my favourite games and the following games seemed to get a little more... Distant, if that makes any sense. Morrowind felt more personal and more in depth.
 

SajuukKhar

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Danceofmasks said:
What are you talking about?
All you need are a couple of enchant effects, and a bunch of fortify restoration potions.
Vanilla enchanting artifact, and vanilla fority potions aren't that OP.

The level of exploiting people do requires a high level alchemy skills + perks, to make super OP fortify restoration potions, and a high enchanting to make several high level fortify enchanting times.
Spiritofpower said:
Is it somehow wrong for me to like that style of game? Maybe something about planning out stats and skills and battle strategies that don't rely on my reflexes appeals to me?
I dont find it wrong that you like it, I just find the entirety of that type of game's systems to be unnecessary because the technological limitations that were the sole reason for it existing in the first place are gone.

It's like old phones, people like their old phones from 5 years ago that can't do crap, and while they like those old phones, I see no reason to continue making those old phones when we can make new phones that aren't subject to the same limitations.

Why would we continue making cell phones that have all the same limitations as phones from 2001, when we can make 2012 phones that dont have those same limitations?
 

SajuukKhar

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Joccaren said:
-Then you get complaints that NPCs are too safe, which is exactly why they put in Dragon, and vampire, attacks on cities in Skyrim, because people complained in Oblivion that NPCs were never in any real danger, and thus they couldn't really care about them.

-But that still doesn't change the fact that by removing the weapon perks, such as bleed damage for axes, armor ignoring damage from maces, and critical damage from swords, you are
1. Making characters more homogenous by giving more classes the same powers
2. Making the upgrades to those weapons unbalancing by giving them some massive increase to bleed damage
3. OR making the upgrades to those weapon effects very very trivial by making them stay balanced by keeping them low.
Your system is homogenizing, unbalancing, and/or reducing character progression to nothing but minimalistic flavor upgrades.

-Actually, if they keep the weapon perk system they have now, and just alter the bleed/critical damage to scale with your weapon, they would be both large upgrades, but not unbalancing.

-Well, technically, since the game has a soft cap of level 50, meaning, if you stick to your "class" that you made for yourself, you will only get to level 50, putting all 21 perk points into one-handed leaves you with only 29 perk points for magic, making you a very poor mage. Now, if you want to power game, break your RP, and get to level 81 by maxing all your stats that's fine, but the game really wasn't made for that.

-Iron, and Ebony, swords have a vastly smaller difference in weight them foam, and uranium. the difference in stagger would be negligible. like a change from 1 to 1.05.

-Well you didn't make it clear that you were comparing the two lowest, just that you comparing the one handed weapons, and the lowest two-handed stagger weapon, and claiming that it had a higher jump from a unspecified other weapon. Had you said, it has the highest jump from the lowest one-handed, and the lowest two-handed, that would have been fine, but the way you worded it made it seem like you were comparing it to the base.

-
--One-handed duel wielding also makes you far more vulnerable to attacks, and given that they dont actually have to hit you to do damage to you, it does make dieing easier
--Two handed, stagger doesn't last very long, and the lower swinging weapons make you easier to block then with fast one-handed weapons
--the slow time perk lasts for all of maybe two seconds, unless it glitches, not much time to do anything
--unfortunately, because the paralyzing effect flies in front of the arrow, most enemies get paralyzed, fall down, and take zero damage from your arrow.
--Permanent stagger is not possible without 100% cost reduction, which is impossible to get using vanilla items, and requires using enchanting with exploits.
--Alchemy is admittedly op, if you potion spam, which is in itself an exploit.
--Enchanting without exploits can only give you +40% weapon damage, and the highest you can get the best sword in the game smithed to, without using smithing exploits is 75 damage. with the +40% damage your sword only gets up to 100 damage, congratzz, most high level monsters have 900+ hp. Also you cant apply a +damage enchant to a weapon.

-Even with the +50% cost reduction from perks/items, most high level spells still cost upwards of 100 magicka, so unless you spam potions like crazy, your gonna get like 4-5 spells off before you are completely drained. Which isnt enough to do much of anything.

-Skyrim is a loot driven game, not picking up most thing goes against the point of the game. Also, as I pointed out before, the game has a sot cap of level 50, if you stay in your RP you wont get past level 50, and if you have put 200 points into health, that leaves you with only 300 points to put into magicka, which also means you are super gimped when it comes to carry weight, as you will have zero points left to upgrade that, and you will be able to pick up little, if anything, at all, with your 100 carry weight.

-but the thing is, is that even if DAO removed the class restriction, and the linear spell progression, it would still have less character customization because of its stats.

When you take parts of things, like weapon damage, outside of the skill, and put into attributes like STR, you are left with a system were each gives lesser increases to your damage to balance out that there are now two systems increasing your damage. Raising your one-handed skill, or your STR attribute, becomes half of what it would be if both were merged into one. Thus, raising your skills/attributes provides a dramatically less noticeably character progression then the way Skyrim handles it, which is mostly all through one system, AKA perks.

The more systems you have controlling the same thing, such as weapon damage, the less each of those systems can provide in terms of increases because of the need to balance out the two systems, and thus there is less difference between characters by raising skills. Its better, and offer far more noticeable character progression, to remove attributes entirely, and merge everything into a singular perk system.

-Now that is a flawed comparison, slapping a snorkel onto a car doesn't make it better. Adding +damage perks does. When you add perks to a spell in Skyrim, such as a plus damage perk, you are taking away the 8 damage the spell did, and replacing it with 16 damage, you are taking you a blank secondary effect, and replacing it with a more fear damage effect, you are taking out a blank third effect, and replacing it with a impact effect. The skyrim perk system is a system of replacement, it is exactly like taking something out of a car, and putting something newer, and better, in its place.

-
1. I dont have to include spell making because the spells made in spell making are not in the game by default, there is no (20 sec paralyze + 40 fire damage a second + 15foot aoe) spell in the game itself, those individual spell EFFECTS exist in the game, but as for the spell itself, it does not. spells made via spellmaking have nothing to do with comparisons of vanilla spells, because they are not vanilla spells, they are vanilla spell effects, that you can use to make non-vanilla spells, but they not vanilla spells.

2. Oblivion has, Flare, Flash Bolt, Blazing Spear, Heat Blast, Immolating Blast all of them are just ever upgraded versions of the "Fire Damage Xpts on Target". Skyrim on the other hand, with all perk combinations included, has 15 variations of the fireball spell. Skyrim has more fireball spells then Oblivion, and when you do the same for all destruction spells Skyrim has, Skyrim has overall, more spells then Oblivion, they are just merged into one spell, that is upgradeable. That is what I have been trying to say, Oblivion has 10 copies of the same spell, while Skyrim only have one copy of the spell, but you can upgrade it in more ways then there were vanilla spells in Oblivion.

3. Yes, and when you combine all the different combination those perks have, you get more variations then Oblivion had, which was the point I was making at the very beginning, Skyrim has less total spells in your spell list, but with the perk system, you can do MORE/have more different variances of them, then Oblivion had.