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The Elder Scrolls Online

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Post by Peregrine Fri May 11, 2012 1:07 am

My problem with the perks is that once you decide on a gameplay style you're limited to that gameplay style. Specialized in swords? I guess you can't use that artifact mace. Put your points into destruction? I hope you didn't plan on turning invisible any time soon. I liked in previous Elder Scrolls games where I could use whatever I had trained up my skills in. Say in Morrowind, when I got a spear that was a better weapon than my long sword, it was no problem because I could just train up spear a bit and use it. Made things more interesting as well when you weren't using the same items all game for a 100+ hour game.

Also don't you have a mod that removes perk prerequisites, as well as one that adds perk increasing potions?
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Post by Cial Fri May 11, 2012 1:47 am

To be honest, the perks system really did work well. For example, if they just let you use whatever you want, the game is too easy, always just pulling weapons out of your butt with the highest damage rating.

The perk system lets you develop your skills and manage your inventory. It also rewarded players for practicing your skills as much as you could. Less demigods, more specialists. Which is more realistic, IMO. If you give an archer a sword, he'll be average at best.
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Post by Peregrine Fri May 11, 2012 2:02 am

Yes my lizard man with the soul of a dragon needs to be more realistic.

Meanwhile with the new perk system, necklaces that fortify health 3 billion points are finally possible! Hooray for less demigods, more (crafting) specialists!
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Post by DigDog Fri May 11, 2012 2:33 am

Peregrine wrote:Also don't you have a mod that removes perk prerequisites, as well as one that adds perk increasing potions?
Yes I do, that's probably the reason I don't hate the perks as much as you do.

Which is actually what Bethesda should have included in the first place, a way to acquire more perk points by buying them with gold or doing a specific quest. The perks are nice, but only if you have enough perk points at your disposal. But it sucks if you are made to choose, I agree.

Cial wrote:To be honest, the perks system really did work well. For example, if they just let you use whatever you want, the game is too easy, always just pulling weapons out of your butt with the highest damage rating.

The perk system lets you develop your skills and manage your inventory. It also rewarded players for practicing your skills as much as you could. Less demigods, more specialists. Which is more realistic, IMO. If you give an archer a sword, he'll be average at best.
You're talking about realism? Your character doesn't need to drink, eat or sleep. You can wait a week in the same spot without moving and nothing bad happens. He can carry around enough items to fill a storage unit without even wearing a backpack. Yes, the Elder Scrolls games were always proud of their gameplay focused on realism.

There's no need to restrict the players from doing something in an open world game for the sake of realism. If you want to play a specialist, ignore certain skill trees. Go ahead and sleep in a bed every 16 hours. Eat three meals a day, have a balanced diet. See how realism can be terribly annoying? Just like you don't force the player to eat or sleep, don't make them choose between certain skills, because not everyone wants to play a specialist. Some of them want to be demigods and have everything maxed out by the end of the game.
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Post by Tim Hortans Fri May 11, 2012 2:56 am

i dont like elder scrolls games
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Post by Cial Fri May 11, 2012 4:40 am

Still, even disregarding realism, having players plan ahead isn't a bad thing. It adds some replayability and helps the game have more of an edge for difficulty. If you didn't have to figure out what skills you'd work at and could just master skills as much as you want, there's nothing stopping you from grinding every skill at the get-go so that you're a master at everything and you never have to specialize as a sneak/dagger character or or a battlemage or what have you. It makes each playthrough unique IMO.

Also Tim only likes games with anime chicks with no arms.
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Post by Tim Hortans Fri May 11, 2012 4:46 am

actually fables 1 and 2 are pretty fun games.
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Post by Onion Supreme Fri May 11, 2012 5:09 am

Is there ANY game that virtually everyone likes? It's Mario, isn't it?
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Post by Tim Hortans Fri May 11, 2012 5:11 am

nah plenty of people dont like mario.
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Post by DigDog Fri May 11, 2012 5:25 am

Cial wrote:Still, even disregarding realism, having players plan ahead isn't a bad thing. It adds some replayability and helps the game have more of an edge for difficulty. If you didn't have to figure out what skills you'd work at and could just master skills as much as you want, there's nothing stopping you from grinding every skill at the get-go so that you're a master at everything and you never have to specialize as a sneak/dagger character or or a battlemage or what have you. It makes each playthrough unique IMO.

It is a bad thing if you want a character that is good at everything. There's nothing wrong with that, some people enjoy specialized characters and others want to max out their chars. Both would be possible if there were no restrictions on how you could build your character, in this case limited perk points. People who want to specialize could still only put points in certain skills trees and be done with it while others can max everything out if they want to. But instead of pleasing both factions, the specialists and the allrounders, we're all forced to become specialists.

I for one enjoy throwing around spells while traveling the countryside and sneaking through ruins sniping enemies with my bow. And sometimes I want to mix things up and go for the sword&shield method instead. I couldn't do that if I had a limited amount of perk points. No matter how much I'd train, I would never be a master in everything. And that kind of doesn't match up with the getting-better-at-things-by-doing-them mechanic that is a trademark of the Elder Scrolls games.

Being forced into a direction you don't really want to take doesn't add to replayability if you ask me. It leads to screw this game I'm playing something else.

Onion Supreme wrote:Is there ANY game that virtually everyone likes? It's Mario, isn't it?
No, such a game doesn't exist, for the same reason there is no movie that virtually everyone likes. Or a book.
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Post by Onion Supreme Fri May 11, 2012 5:33 am

PEOPLE WHO DON'T LIKE MARIO. MUST BE KILLED.
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Post by Cial Fri May 11, 2012 5:58 am

The point isn't that people may like to mix it up sometimes, it's that using the equipment you haven't honed to a deadly point will be less effective. Perks are exactly what they should be, extra abilities for the things you use most often. At least what Skyrim does adds a lot of freedom, rather than games that * literally* force you into a class during character creation. And I do think it adds replayablity. If at first I choose my race as a two-handed Orismer berserker, maybe on my next run I'll go as a dark elf dual-dagger assassin. And maybe on my first playthrough I was in the Companions, so in my second I'll do more thieves guild/dark brotherhood quests. It helps to make a different, fresher experience each time through.
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Post by Tim Hortans Fri May 11, 2012 6:17 am

Yeah but you can do all that if you aren't limited by limiting yourself, if thats what you like to do.
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Post by DigDog Fri May 11, 2012 7:54 am

At least Tim gets it.

Why force the player to be limited? If a player wants to limit themselves they can do so just fine by ignoring possible options and improvements. But if you deliberately limit the options and improvements a player can have you're screwing over the players who don't want to limit themselves.
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Post by Erik Fri May 11, 2012 8:12 am

My problem was that the mechanics didn't change. Five years and almost no evolution in combat gameplay. I don't give a flying f--- about the fact that you can add perks, the actual gameplay still feels dry. I expected improvement over each class and how they work, but unfortunately the only things that seemed to change were magic getting different types of castings and sneaking allowing new special assassinations. And random slow-motion kills appeared. Other than that, it was all the same. Comparing the games today, sure Skyrim may be better than Oblivion, but based on time of release the only things that make Skyrim stand out are AMOUNT of content and graphics. These may be the things that people like about the games, but to me Oblivion felt like a short reach from amazing and that Skyrim could have been the opportunity for the things Oblivion fell short in to be improved. Instead, they reworked things that were not broken and left weak elements as they were. It just feels so un-involved.

Everybody likes Plants vs Zombies.
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Post by Cial Fri May 11, 2012 8:23 am

The problem with not having limitations is you suddenly have a character who is too good at everything. It takes away challenge from different aspects of the game. If you train your character for stealthy assassinations and suddenly find yourself in the middle of close-quarters combat, you'll have to try harder to survive. This, IMO is good game design. It's making the difficulty higher without simply adding more monsters with more and more health that take longer to kill with the same tactics that you've been using all along.
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Post by Tim Hortans Fri May 11, 2012 9:06 am

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Post by Cial Fri May 11, 2012 9:17 am

I don't get what you're saying. It makes sense that an RPG should have you play a ROLE not go around doing whatever you feel like, and sometimes be forced into situations where you have to think differently about your tactics. If you really want to play a game where you can just whip weapons out of your ass as you feel like it to take on an enemy, play Doom.
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Post by DigDog Fri May 11, 2012 9:19 am

Erik wrote:Skyrim could have been the opportunity for the things Oblivion fell short in to be improved. Instead, they reworked things that were not broken and left weak elements as they were. It just feels so un-involved.
Examples?


Cial wrote:blub
What Tim said. Did you even read what we wrote? If you train your character to be too good at everything then that's your own fault. You can't just throw perks onto your character left and right and then complain that your character has too many perks. Just because some people don't know how to limit themselves and then complain that they're too strong doesn't mean that the developers have to restrict the amount of XP or perks people can get because then the people who WANT to be (too) strong have to suffer. You can always not choose certain skills or perks, but what are the people who want more skills and perks going to do?
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Post by Peregrine Fri May 11, 2012 9:26 am

Cial wrote:The problem with not having limitations is you suddenly have a character who is too good at everything. It takes away challenge from different aspects of the game. If you train your character for stealthy assassinations and suddenly find yourself in the middle of close-quarters combat, you'll have to try harder to survive. This, IMO is good game design. It's making the difficulty higher without simply adding more monsters with more and more health that take longer to kill with the same tactics that you've been using all along.

The problem with having limitations is you suddenly have no need for adaptability. Having to specialize railroads you into using very specific tactics all game. Like you said, you train a character for stealthy assassinations and suddenly find yourself in the middle of close-quarters combat. Logic would dictate that you adapt to that situation, maybe throw up some shields with alteration and unsheathe a melee weapon. Not get out your bow and shoot poison arrows at people. But you know what's more effective due to perks? Getting out your bow and shooting poison arrows at people at point blank range. Why? Perks that slow down time, that's why.

Also, you'll have to try harder to survive? Really?

>not having the perk that gives x16 dual dagger damage
>not having the perk that stops combat when you enter sneak mode
>not having the perk that lets you cast invisibility
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Post by Cial Fri May 11, 2012 9:31 am

Well, that's the thing, you can't really have something for every type of person in one game. So, what they did was set a few limitations on how many perks you can take, what you need to do to get the perk, etc. I imagine it was put in place to restrict players and add challenge. Because, as I said, if you're too strong, the game becomes bland and boring because every encounter is easy and every quest is over in a few sword swings. Somehow I don't think Bethesda wants people getting bored.

Also:

>not having the perk that gives x16 dual dagger damage
>not having the perk that stops combat when you enter sneak mode
>not having the perk that lets you cast invisibility

This is assuming you leveled up your sneak and took all the perks in the category. You know it is possible to be an assassin without max sneak, albeit with a very good skill in Illusion.
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Post by Tim Hortans Fri May 11, 2012 9:40 am

but cial if people wanted a challenge THEY COULD GIVE THEMSELVES limits.
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Post by Peregrine Fri May 11, 2012 9:45 am

Cial wrote:This is assuming you leveled up your sneak and took all the perks in the category. You know it is possible to be an assassin without max sneak, albeit with a very good skill in Illusion.

Peregrine wrote:>not having the perk that gives x16 dual dagger damage
>not having the perk that stops combat when you enter sneak mode
>not having the perk that lets you cast invisibility

Man Cial if you weren't reading my posts you could have said that and I would have stopped replying a while ago.
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Post by Tim Hortans Fri May 11, 2012 9:47 am

i dont think cial is reaidng ANY of the posts in this thread.
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Post by Cial Fri May 11, 2012 9:48 am

you can also beat pokemon red with just charizard or the nuzlocke challenge, but one makes you feel the other would be much easier.

Peregrine wrote:
Cial wrote:This is assuming you leveled up your sneak and took all the perks in the category. You know it is possible to be an assassin without max sneak, albeit with a very good skill in Illusion.

Peregrine wrote:>not having the perk that gives x16 dual dagger damage
>not having the perk that stops combat when you enter sneak mode
>not having the perk that lets you cast invisibility

Man Cial if you weren't reading my posts you could have said that and I would have stopped replying a while ago.

But then again, invisibility in close quarters only gives you a little time before your opponent hears you or feels you attacking them and your illusion means nothing.


Last edited by Cial on Fri May 11, 2012 9:50 am; edited 1 time in total
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