One can (or should be able to) change a story as easily as any other gameplay aspect. A story in RPG should be flexible enough to allow you to make your own story within the given parameters as you go.Solik said:If anything, I would argue that choices that only affect events / storyline are cosmetic, since story, like visuals, is really just part of the presentation.
That's character system and how a game reacts to it. I'm talking about which faction to chose, which quest to accept and how to handle it, whom to kill and whom to spare, and most importantly, how all those choices affect your gameplay.A real gameplay choice should be something that affects how the game itself is played, such as affecting your strengths and weaknesses, your arsenal of abilities for overcoming obstacles, and the like.
Vault Dweller said:Just to clarify something, I talked to MSFD (via PM). He gave me a reason for not being here, and it's got nothing to do with that stupid meteor comment that was a long time ago, btw or not being able to handle some heat.
Excrément said:I don't think people using "pussy", "fuck" 10 times a post are older than 20 otherwise I feel sorry for them.
whitemithrandir said:Excrément said:I don't think people using "pussy", "fuck" 10 times a post are older than 20 otherwise I feel sorry for them.
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According to MSFD, the formula for skill increase looks like:Antiphon said:galsiah:
You do know that Oblivion is using an exponential leveling system, right? Maybe they are using your idea? They say that you will be able to max out all skills, but it will take a very, very long time.
True, but it's very hard to change the game in interesting ways with the Morrowind CS. Adding extra objects / creatures etc. is fairly easy - once you've got the meshes / textures / animations -, still time consuming, of course, but it couldn't be made a lot simpler.As it is, Bethesda has left us an open door. It's open only a crack and the hinges are rusted, but at least it's open.
Excrément said:Only 21 skills sucks, I agree. But the difference is now each skill has 4 perks, and I think it is gonna change the role-play. when you will be good at blocking you will be able to disarm your opponent or stuff like that. I found this an excellent idea.
Seboss said:You want to try me. Here you are: I'm French. Do your worst you regressive soggybottomed American redneck
Drakron said:Excrément said:Only 21 skills sucks, I agree. But the difference is now each skill has 4 perks, and I think it is gonna change the role-play. when you will be good at blocking you will be able to disarm your opponent or stuff like that. I found this an excellent idea.
But perks are linked to the skill, they are not linked to level with makes then irrelevent.
Its not WoW talent system ...
Excrément said:?? I didn't understand your point.
OverrideB1 said:Excrément said:?? I didn't understand your point.
Essentially, you are "given" a perk upon reaching a certain level. As far as I understand what has been said, the perk you get a level X is the same perk you will always get at level X - you cannot pick a perk )) from a list, or choose to have perk B before perk A.
So this "freeform" game is shoe-horning you into a specific character role depending on what major skills you pick - which kind of defeats the whole purpose of a role-playing game if the developer is pre-defining your role for you.
While this is true, the fact that it takes longer should make it irrelevant for natural and casual gamers. This is basically a nod to the powergamer crowd that doesn't really harm the standard game like it did in Morrowind. I don't expect your average character played through one of the primary stories (or a timed equivalent doing random stuff) would really become good at everything. It seems like something you'd have to really focus on and work toward. In that respect, it's really not more of a problem than the console is. If they implemented it really well, then it should be faster to make several characters good at specific things than to power one character to be as good as the others combined.galsiah said:All characters can eventually end up masters of all trades (though it'll take longer).
This was true in Morrowind, but the level-based cap significantly reduces how much you'd want to think about that in Oblivion. If you're increasing skills naturally, then the stats that are improving will be the stats that you use most often, and you won't miss out on extra multipliers like in Morrowind. One possible gotcha here, though, would be if it's possible to get higher total modifiers by increasing skills in the right way each level. If that's the case, it's possible that it'd be even worse than Morrowind, because now you have to keep other skills from increasing to maintain the maximum bonus per level. I really hope it doesn't work that way.galsiah said:The attribute multiplier system encourages the player to think about which skill is best to increase next, which skills he should concentrate on for this level
Why is this a negative effect? Stats don't increase nearly as significantly as skills do. In fact, I would think that player level / skills should be a much bigger factor than the stats you roll up at the beginning.galsiah said:Balance is negatively affected, since game difficulty is based on player level - not on player stats
This makes no sense. The developers are not choosing your major skills for you. Choosing 7 skills from a total of 21 to define your character equates to 116,280 possible character builds, excluding race and birthsign options.OverrideB1 said:So this "freeform" game is shoe-horning you into a specific character role depending on what major skills you pick - which kind of defeats the whole purpose of a role-playing game if the developer is pre-defining your role for you.
But it doesn't. It gives character skill levels more impact. Since every character can eventually get any skill to any level, initial character "class" has little long term effect. It's true that you'll start out with a re-inforcement of your character choice, and continue with that for a while (depending on skill increases), but everyone still ends up the same.GhanBuriGhan said:...Nothing wrong with giving the character choice a little more impact...
True - but it was another option to add variety to characters. For example, a "warrior" may take "Blade", a "thief" may take "blade". When they reach level 60 in that skill (for example) they both get the same perk based on the skill - not a choice based on how they want to develop their character.GhanBuriGhan said:OverrideB1 said:Excrément said:?? I didn't understand your point.
Essentially, you are "given" a perk upon reaching a certain level. As far as I understand what has been said, the perk you get a level X is the same perk you will always get at level X - you cannot pick a perk )) from a list, or choose to have perk B before perk A.
So this "freeform" game is shoe-horning you into a specific character role depending on what major skills you pick - which kind of defeats the whole purpose of a role-playing game if the developer is pre-defining your role for you.
That doesn't make sense Override. In fact it reinforces the character choice you make in the beginning. Nothing wrong with giving the character choice a little more impact if anything MW had too little. Since when is that suddenly bad - since Oblivion is doing it?
I agree with what solik said above, while it CAN get all to the same level, it doesnt HAVE to nor does it have to be a problem, because its something that happens at very high levels. You already know that I think that way, and that I didn't even see this as a problem in Morrowind.galsiah said:But it doesn't. It gives character skill levels more impact. Since every character can eventually get any skill to any level, initial character "class" has little long term effect. .GhanBuriGhan said:...Nothing wrong with giving the character choice a little more impact...
Solik said:Why impose artificial limitations? If you started out as a mage, then chose to focus on developing your martial abilities, well, you should become good at it eventually.
The question is how quickly this actually occurs. If it's slow enough, you'll never get good at everything when playing a remotely normal game, which means characters will remain different based on your original choice of 7 skills, resulting in true 116,280 potential character builds.
One change that might be nice, though, would be if you could only get the perks for the seven skills you select in the beginning. Wonder if that's simple to mod in.