GhanBuriGhan
Erudite
- Joined
- Aug 8, 2005
- Messages
- 1,170
Vault Dweller said:Wow, that's awesome. I want to be just like Ghan when I grow up.
Well, well. You have a lot to learn, young Padawan...
Vault Dweller said:Wow, that's awesome. I want to be just like Ghan when I grow up.
Shagnak said:You must admit the graphics look purty :wink:
VenomByte said:Lumpy said:Really, I don't see what's wrong with this system. I think it's as good as Morrowind's.
Of course, I'd still like it if you levelled up through you 10 biggest skills, and not the ones you chose at the beggining.
Morrowind's System was awful!
Lets look at the 'improvements'
-No major/minor distinction, major skills only.
-Class skills now can be learnt as easily as normal skills.
-Fewer skills to choose from.
Combined, these make an already awful system pretty dire. What little incentive there was to carefully choose and play to your class has vanished without a trace. There is far less freedom of choice and therefore meaningful character creation and development.
Yes, this is a great system to 'balance' your character to encourage becoming generic ThiefBattleMage #1124
Don't even get me started on the multipliers and 'levelling up'...
Oh, come on. The "procedurally generated forests" are a cool feature. I like to think of it as step towards the tradition games like Realms of Arkania and Fallout follow, where the world is represented by a map, with only specific locations being handcrafted.Vault Dweller said:Ok. *mumbles: "one feature, one feature, gotta be something that they forgot to remove or dumb down"* Well, can't think of anything. When I do, I'll let you know.
I think this is a perfect example of VD's mantra (dumbing down!). They realized that the multiplier system blows chunks, so instead of making the obvious fix, they made it so that misc. skills are easy to raise and also affect the multipliers. Therefore, everyone can play the multiplier game without difficulty!Zomg said:What rational reason is there to insert a breakpoint for this, when there's no particular reason not to simply use a continuous model? Why should massaging all of my, say, miscellaneous mysticism improves into the same time frame that I was getting better with a major-skill axe end up making me a stronger (higher-statted) person all around? Why not just accrete stat improvements with each skill improvement, like the Galsiah's Character Development mod, which is obviously superior to the stock system in every respect?
Secondly, the multiplier system fucks balance in the ass sideways, and even more so in a levelled-list system. There is a profound difference in Morrowind between the power of a multiplier-optimized character and a naive one, and if the general balance problems in Morrowind weren't so severe as to wash out the difference a game balanced for an optimized character would render an unoptimized one useless, and in the reverse case the optimized character would be completely unchallenged.
MrSmileyFaceDude said:Like I said in another thread -- we have a lot of people playtesting the game. This has been tweaked and tested, balanced and rebalanced, and we've received a lot of feedback about level progression. We're pretty happy with it -- it's a much better system than Morrowind's.
Shagnak said:Oh come on!Vault Dweller said:Well, can't think of anything. When I do, I'll let you know.
You must admit the graphics look purty :wink:
Claw said:Oh, come on. The "procedurally generated forests" are a cool feature. I like to think of it as step towards the tradition games like Realms of Arkania and Fallout follow, where the world is represented by a map, with only specific locations being handcrafted.
I am greatly in favour of this method of increasing the size of the gameworld by differentiating between specific locations and the "wilderness" surrounding them.
Zomg said:No shit. If someone asked me to name something exciting about Oblivion, the forest work would be the first thing out of my mouth.
Hence my remark.Vault Dweller said:I'm sure that Bethesda would disagree with me, because looks like purty graphics is all they've got, but that's my opinion.Shagnak said:Oh come on!Vault Dweller said:Well, can't think of anything. When I do, I'll let you know.
You must admit the graphics look purty :wink:
Vault Dweller said:There are five skill thresholds you'll need to reach in order to access the higher level benefits skill specialization yields. While your skill may start at five or 15 depending on what you've assigned yourself, it needs to reach 20 to access the next tier of skill benefits. The tier names are novice, apprentice, journeyman, expert, and master. As an example, if you're able to increase your armorer skill the master level, you can repair items beyond 100 percent, whereas at lower levels you may only be able to restore it to 50 percent and be restricted from repairing magical items. At the highest levels of the mercantile skill you're even able to invest in stores and turn a profit.
That actually sounds promising. Regardless of how Bethesda implements that, it's a step into the right direction.
Vault Dweller said:I'm sure most people would look at the forests for 10 minutes the first time they see them. Then what? Fast-travel and sweet memories?
Kind of a bad sign if the only reason I want Oblivion is to play Deer Hunt in that forest.Vault Dweller said:Don't get me wrong, I like good graphics, but graphics neither make nor break an RPG. I'm sure that Bethesda would disagree with me, because looks like purty graphics is all they've got, but that's my opinion. As for the forests, I can't say I care. It would have been a great feature in a Myst game, but in an RPG it's merely a minor bonus. At least for me. I'm sure most people would look at the forests for 10 minutes the first time they see them. Then what? Fast-travel and sweet memories?
Twinfalls said:Hey ExMonkey - want to read VD praising Oblivion?
Here:
Vault Dweller said:There are five skill thresholds you'll need to reach in order to access the higher level benefits skill specialization yields. While your skill may start at five or 15 depending on what you've assigned yourself, it needs to reach 20 to access the next tier of skill benefits. The tier names are novice, apprentice, journeyman, expert, and master. As an example, if you're able to increase your armorer skill the master level, you can repair items beyond 100 percent, whereas at lower levels you may only be able to restore it to 50 percent and be restricted from repairing magical items. At the highest levels of the mercantile skill you're even able to invest in stores and turn a profit.
That actually sounds promising. Regardless of how Bethesda implements that, it's a step into the right direction.
Now shutup with your 'teh codex automatically hatez Obligon' bullshit already okay?
Link
No. Relentless "Patrick Stewart will make our game RoX0r! Oh, don't worry about the game, we told you it will RoX0R!!1!" PR gets to be a bit much, leaving no option but relentless and redundant criticism.ExMonk said:Relentless and redundant criticism does get to be a bit much, doesn't it, sweety?
Well, that's a pretty damn big difference, but hey no worries! I'd MUCH rather you be wrong and the game be playable, instead of you being right (first time) and the game being a worthless coaster.MrSmileyFaceDude said:This is what I get for making a quick post when I'm tired.
...
I need more sleep.
AnalogKid said:I feel like Freddy's stalking us and all we need is for MSFD to get more sleep and then come out of it!!!
MrSmileyFaceDude said:The curve starts out pretty flat. It's fairly similar to this image.
Country_Gravy said:MrSmileyFaceDude said:The curve starts out pretty flat. It's fairly similar to this image.
This game sounds like it is going to be similar to this image