Claw said:
Well, I don't know about Jung but I spent a significant amount of time running or jumping on my seemingly endless journeys with little effect.
Then your experience is pretty much at odds with this of most everyone else.
Athletics and Acrobatics tend to raise a lot, because you can't really help running and jumping when getting around and there is no reasonable way to make you fail your running or jumping attempt. As a result, those skills simply increased regardless of whether they were actual part of the build or not.
Additionally, should someone get around to fixing TES use-based system by factoring difficulty of an action into skill gain formula, effectively preventing grinding trivial tasks over and over, those two skills would be unfixable. They simply shouldn't be skills at all.
I actually didn't want to "cheat" when I was younger, naive fool that I was.
Unless you played as furfag or scalefag, you were pretty much bound to stumble upon the infamous BoBS which made you speed around like a fucking race car. If you did play as a beastfolk (like I tend to), there were many workable conveyance spells and enchantments to create, so lack of BoBS was hardly a problem.
Additionally, going for the Steed sign, naturally speedy race, speed as favoured class attribute and keeping your encumbrance percentage low did wonders to your movement speed right off the boat.
85 speed is pretty impressive and not just for level one ex-convict loser.
I hope that with the removal of the Speed attribute and these skills, it will be possible to move around Skyrim at a decent pace unlike Morrowind.
Except one doesn't follow from the other. Speed stat simply means that there is a range of possible speeds, not what the top and bottom movement rates are. Removal of stats controlling movement simply means that everybody will move just the same, which is pretty big fail in a series that used to have classes like acrobat.
It's funny though how Howard manages to sound utterly inane even when defending a sensible change.
That's because the change is retarded, not sensible.
Removing a possible and workable way to develop one's character is never an incline in anything resembling an RPG. Mobility can be an important advantage and valid focus to build your character around, especially in an open world RPG.
Todd ditches mobility stats removing main focus of multitude of roguish, monkish and guerilla character archetypes, Claw proclaims incline.
Codex, I am disappoint.