voodoo1man said:
Also the mini-talent thing. I didn't think there was anything broken with the way stats worked in G1 or G2, but if it ends up like the perk thing in Silent Storm that would be bad.
That doesn't even make sense, since both games had very different systems in parts.
besides, the new system isn't entirely new. Basically, non-combat skills like Acrobatics, Lockpicking, Sneaking were always mini-talents. Alchemy and magic were almost skill-trees. Firs. :wink:
I only hope they don't blow it. Previews keep citing "double damage to Orcs" as talent/perk, which sounds lame. I guess the problem is that the skill system wasn't much more than an idea at the time of that statement, which wasn't too long ago. They are a far cry from finishing the game.
What does sound good is that "professions" have an experience-like value which will be relevant for learning specific skills.
Jinxed said:
Gothic was classbased to the max. You chose a class later and gained abilities depending on that specific class, with a small bunch left outside for everyone to learn.
I don't really agree. There are sort of classes, and the access to trainers and equipment does promote a certain playing style, but any character can learn any skill eventually, and the unrestrcited raising of attributes was a very relevant part of the character development.
GhanBuriGhan said:
Well, they can hardly have any less than they did. The mini-talents sound much like Oblivions skill perks to me.
Haha, you are funny. No, I'll tell you what Oblivion's skill perks sound like: The melee combat skills in Gothic 2, which do two things for the character: Add extra attacks to the combo, and increase the chance for extra damage.
So basically, higher melee combat skill means more damage and "special" attacks.
But once made they are probably just two different linear questlines.
Since you supposedly only "really" decide which side you support later in the game, I'd hope the larger part of the game plays like the non-linear "prelude" prior to joining a faction in previous Gothics.
- A fully developed stealth system - OB wins - I kinda liked Gothic's system.
- Swimming - OB wins - how so?
- Acrobatics - OB wins - hardly
- Evil guilds - OB likely wins - Slave Hunters
- Magic: Advantage Oblivion - way more detailed system. - I guess.. but I liked Gothic's "rune creation" and fire magic more.
PS:
a) Only one branch of magic (fire, I guess) will be missing at the beginning of Gothic 3
b) Great. I forgot the actual reason I added a PS in the first place.
PPS:
Oh, and my main concern is combat. They both want to add simple "one click" and keep the old combat, but that isn't really possible, since the important aspect of Gothic's combat was the ability to choose different attacks. I guess they can do it like in Gothic 2 where the alternative controls used forward attack as standard, and you had to bind extra keys to the side swings. Of course, that'd probably cause more complaints because using only the forward attack is something I'd never consider in Gothic. I am happy they remove the timing for the combo though.