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Turn It Back Into A RPG


maboru

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Honestly I don't think that much is necessary to even make it feel like an RPG. for instance I'd want to make it so only the skills you used the most that level can get perks if I wasn't

so infatuated with the idea of removing the choice altogether and instead having the game choose your levelup bonuses and perks FOR you depending on how you played. nGCD did this properly- everything was seamless, you never had any worry about making your character powerful after you actually MADE your character. it was just plain automatic. what I'd give for the same immersion of not having your experience interrupted by a "level up" screen while still getting more powerful.

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That's the difference in individual RPG definition preferences. Many modern RPGers seem to agree with your preferences and that's why Beth and other makers seem to be moving in that direction and I'm sure that modders will be able to accommodate you further as well. For many of us "Old School" gamers, those of us who cut our teeth on Apple ][ RPGs for instance, we enjoy the complexities of character generation and level advancement that RPGs, by the old definition, used to entail and that's what we're asking for. That's not to say that many of us don't also enjoy a good Adventure game like Drake and (the old) Tomb Raider as well and accept the lack of freedom of choice that that genre requires.

 

That's the beauty of modding; you can have it both (or either) ways (up to a point anyway!) based on personal preferences.

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After getting deeper into the game I can see that the leveling system does provide more of a challenge than it appeared to earlier on and I'm becoming more invested in my character now. That said here's my refined request for a gameplay mod:

 

1.) The ability to create a Custom (nameable) Class at character creation (based on the old Class system portrayed in Skyrim by the Guardian/Standing Stones)

2.) Class to include a choice of seven ability specializations that give a one time boost but with reduced 'learn Faster' percentage so the Stones will still maintain their gameplay value. (Pseudo-SPECIAL)

3.) Have only those choices count towards leveling up (all the rest still continue to increase with use and "Perk" points still applicable to all of course.)

 

[i'm tired of being forced to level up through Speech after selling a bunch of stuff from a successful expedition or by Alchemy from having to eat ingredients to find out what they do! Especially since all the baddies level up with you and they seem to level only with combat skills. The Bandit you killed at level 1 with a punch in the nose, at level 30 requires an Armoured Brigade, Artillery support and an Airstrike to subdue while you can still kill a Dragon by yelling at it and hurting it's feelings! ]

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After getting deeper into the game I can see that the leveling system does provide more of a challenge than it appeared to earlier on and I'm becoming more invested in my character now. That said here's my refined request for a gameplay mod:

 

1.) The ability to create a Custom (nameable) Class at character creation (based on the old Class system portrayed in Skyrim by the Guardian/Standing Stones)

2.) Class to include a choice of seven ability specializations that give a one time boost but with reduced 'learn Faster' percentage so the Stones will still maintain their gameplay value. (Pseudo-SPECIAL)

3.) Have only those choices count towards leveling up (all the rest still continue to increase with use and "Perk" points still applicable to all of course.)

 

[i'm tired of being forced to level up through Speech after selling a bunch of stuff from a successful expedition or by Alchemy from having to eat ingredients to find out what they do! Especially since all the baddies level up with you and they seem to level only with combat skills. The Bandit you killed at level 1 with a punch in the nose, at level 30 requires an Armoured Brigade, Artillery support and an Airstrike to subdue while you can still kill a Dragon by yelling at it and hurting it's feelings! ]

 

You should understand probably the the most fundamental reason why Skyrim is why it is. So you don't get boxed in to a build. You can branch of at any time with no real penalty compared to Oblivion. The thing you suggest just work backward. Choosing perks that you want to specialize in at the start, you are already shutting out later options. The stones allow a build specialization but they can be switched on the fly, want to learn melee faster, magic? Done.

 

The whole point is to not hit the situation where you go, "I'll be a rogue", and later down the road you realize you want to be a rogue that uses Illusion for it's stealth mechanics and not sneak. Well, looks like you are screwed if you didn't foresee that at creation time.

 

I love the new system for the things it does right. If my guy spend 40 hours in melee, and decides to take up magic he can don a robe and be a apprentice mage at Winterhold, sure he's an expert axeman, but that's not stopping him from pursuing magic.

Edited by mercuito
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if at least the learning path where more rpg... Why is it so easy to become a caster just buy opening a book?

 

We should at least have some kind of mini games/learning path with maybe right or wrong answers about the book you just read And if passed you get the skill/spell.

Maybe waiting a full week after reading the book to get the spell .

 

Seem to me even a uneducated barbarian could become a magician just buy looking books cover in skyrim world.

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Ah, precisely my point. By getting to choose a personal group of specializations rather than a standard group makes my character unique while, with the Stones I can also then modify on the fly at different times but will still not have to worry about over-leveling through non combat specializations thus leveling the playing field with the baddies combat only leveling. That's not to say I haven't enjoyed replaying the Beth games in the past with different type standard characters just for the different tactical decisions required.

 

It's all about personal preference and I believe a mod such as I have speculated upon would garner a decent following and may not be too scripting intensive since all the elements are already in place. (Easy for me to say since I don't know how to do it!)

 

[Yet...]

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It's just a matter of time until somebody bring the S.P.E.C.I.A.L back, am fairly new to rpgs compared to many of you here. I consider games like skyrim to be more about inmersion than anything else (the first person camera), and as a consequence of that it become an rpg, and it's ok they want to simplify everything, my only statement about it is: Morrowind already worked out pretty fine, why try to fix something that is not broken?

 

The industry should stop simplifing games, younger generations, neven know what hardcore rpgs were, and have never play them. And i think that is clear for everyone of us than if they make a game like morrowind, fix the linear dungeons mix with todays graphic it would be the most awesome game ever made.

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After getting deeper into the game I can see that the leveling system does provide more of a challenge than it appeared to earlier on and I'm becoming more invested in my character now. That said here's my refined request for a gameplay mod:

 

1.) The ability to create a Custom (nameable) Class at character creation (based on the old Class system portrayed in Skyrim by the Guardian/Standing Stones)

2.) Class to include a choice of seven ability specializations that give a one time boost but with reduced 'learn Faster' percentage so the Stones will still maintain their gameplay value. (Pseudo-SPECIAL)

3.) Have only those choices count towards leveling up (all the rest still continue to increase with use and "Perk" points still applicable to all of course.)

 

[i'm tired of being forced to level up through Speech after selling a bunch of stuff from a successful expedition or by Alchemy from having to eat ingredients to find out what they do! Especially since all the baddies level up with you and they seem to level only with combat skills. The Bandit you killed at level 1 with a punch in the nose, at level 30 requires an Armoured Brigade, Artillery support and an Airstrike to subdue while you can still kill a Dragon by yelling at it and hurting it's feelings! ]

 

People didn't want that (including me) and that's why they made the changes in Skyrim. Skyrim is basically a plethora of things that people asked for since at least Morrowind. To go back to the old way, would be to go back to what people don't want. Also, not sure what you mean by it being hard to kill a bandit at 30. I'm playing a 32ish character right now and bandits go down like a sack of hammers in 1-2 steel/iron arrows (I don't waste better ones on them). Dragons are definitely too easy to kill though. They always are.

Edited by chrismgtis
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If you simply concentrate on combat skills through trainers and perks then yes you will be equal to the npcs (who seem to do the same thing.) However if you chose to enjoy the many other interesting things Beth incorporated into this game then you find yourself leveling too fast in non combat abilities and soon run out of combat perk options until you get your combat stats up. By restricting leveling to only seven abilities you have more control on high to push your stats before you have to level again.

 

At any rate I'm not asking Beth to change anything, I'm simply requesting a mod that will alter the gameplay more to what I enjoy, no different than all those clamoring for porno mods. To each his own. Perhaps I am alone in this regard in which case I'll simply read the tutorials and figure out how to do it myself. I did finally learn how to use TESEdit and WryeBash effectively so moving up to the GECK, or CK shouldn't be impossible. (Although finding the time to be able to do it right is another thing entirely!)

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