godlikeueber Posted January 13, 2012 Author Share Posted January 13, 2012 (edited) The whole point on bringing out a new system is to test it, see what works and what doesn't, and then fix it.its nothing new, it has been done over and over in the series and i dont see an improvement, it just became simpler. by now it is so rudimentary (health/mana/stamina, halostyle-autoheal/mana) that its really kind of bare bones yet there are still the same problems since tes3: certain skills level too fast/slow, all skills reward repeating simple actions over and over (kind of primitive), players become godlike with ease and this way too early in the game. my point is if you strip it down even FURTHER you'd reduce it to a mere perk system. i dont want to say d&d is the ultimate system; but when i think back planning out my character (PARTY) was WAY more fun/rewarding, since in the ES-series i always came to a point where i thought all planning was in vain since my pc would end up overpowered anyway and the gameplay stopped to be challenging and therefore being fun and rewarding after 60 h even if you didnt really try hard/exploit. of course you could get mods which amp up the difficulty but thats not the point here. part of this is due to the mentality that the pc seems meant to be able to go anywhere anytime and finish the MQ in a hurry (i hate this) but i think a more extensive / larger scale xp system which fills 200+ hours could really help scale the challenge better (create dungeons for level xy instead of just adjusting them to the pc)... its so often by now that i ask myself whytf did i just do this quest, i had no solving choice but to kill XY anyway and getting 300 gold and a generic thank you didnt enrich my day. Edited January 13, 2012 by godlikeueber Link to comment Share on other sites More sharing options...
cppcooper Posted January 13, 2012 Share Posted January 13, 2012 It seems your real issue is the reward system and the challenge of reaching those rewards, not necessarily the experience system. Link to comment Share on other sites More sharing options...
godlikeueber Posted January 14, 2012 Author Share Posted January 14, 2012 (edited) yeah well i guess i got multiple issues... and in this case they are connected. /-: another idea: enable the player to level up his companions/define their kits Edited January 14, 2012 by godlikeueber Link to comment Share on other sites More sharing options...
cppcooper Posted January 17, 2012 Share Posted January 17, 2012 Yea, it would be nice to help define the companion. I would like to be able to have a companion with a personality personally.. I don't care if they talk much, but they have no gameplay personality.. they just follow you and attack things, and even more often they die. Link to comment Share on other sites More sharing options...
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