Mastermind said:
Silentrider said:
Jaesun said:
Skyrim’s [skill] system is much simpler and more forgiving. You pick nothing, you just get better at whatever you do.
And they still call it a RPG?
It's a lie anyway, it's not simpler, it's about the same in terms of difficulty and a lot less retarded.
You're a moron. The problem of such skill system isn't that it's class-less, it's that it's initially build-less, which, in a game with no pre-determined focus of a character, means that a character with lowest possible ability scores across the board is perfectly capable of doing everything they attempt well enough to be serviceable.
It's no longer an RPG, it's a fucking farce.
poocolator said:
So they've created two of every quest dungeon?
Damn, that's... moronic.
No, they created 0 of every quest dungeon and chose to make every quest take place in a generic dungeon instead, precluding any sort of purpose to the dungeon design.
Wonderful.
Is it some sort of attempt to collect the worst design elements from all TES games and bundle them into the worst combination possible?
Level scaling will be better than in oblivion, but only slightly - you will now be able to encounter enemies weaker than yourself, but only if you revisit already explored area, while all the new encounters will always remain within manageable range, so it's still shit.
Reading runes of the walls are one of the few possibly non-shit elements, along with general wielding system (though they should still make a distinction between primary and offhand weapons and penalize the latter), and bows balanced for lower RoF but higher damage (because that's how they worked in earlier games an that's how they should work - there is nothing worse than charging, angry, but otherwise almost perfectly healthy pincushion.
Story sounds retarded in the context of the series and perks are only good if the individual perks are interesting and sensible - 19 out of 21 oblivious skills failed this simple requirement.