https://old.reddit.com/r/Games/comments/1g6h0x4/elder_scrolls_6_likely_wont_revert_to_fiddly/
!g*mers I never played BG3, only Skyrim but not a whole lot, what exactly are they talking about here?
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To be fair, the morrowind
and oblivion
stay system
was pretty
r-slurred
and the reasons why they shifted away are understandable. In both, your starting attributes define your character
for the rest of the game. Thats good. But, your class skills define skills, when increased, will increade your level. Thats alright. Skills have an attribute associated with them, and when you increase
that attribute it increases how much you can increase
your attributes on level up. Any skill effects this, and if youre not paying attention
and being very purposeful each level up youre in a situation where
your attribute growth is shit. This is bad because thats not clearly explained and leads to an annoying
amount of management because to maximize gains
you need to level up certian skills to level up their attributes. All of this is decided at start in a sandbox rpg where
a bad choice
in character
creation
can make your character
not great.
There was always perks for skills, skyrim
made that the center piece, and added skill trees. This replaced neurodivergent
race and attribute combinations but took descriptors away from nerds. You werent a cleric anymore or a mage, you were a dude who put x points into these three
attributes and skill points into these things.
I think
skyrim
leaned to heavily on perk trees, it would
have been more interesting
to have quests and guilds give you unique perks. There
are a couple
that do, but theyre few and far between.
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Didn't read
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Because you're a dumb BIPOC who doesn't want to spend any time learning how an unfamiliar system works.
!g*mers, zoomnigs are why we can't have nice things.
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The problem with Skyrim style leveling is just that most of the perks are bad or generic, and the experience is pretty flat. It's rare for your character to really feel stronger or more differentiated from leveling up. Just add starting classes and design better perks. You don't need arbitrary complexity to make the game better, you just need actual choices.
By the way, level scaling was always a solution in search of a problem. Normal RPGs have lower level areas and higher level areas, and have points in the main story or major quest lines where stronger enemies start appearing in the world. No need to add a bunch of calculations on top of that that will inevitably fail and frick up the experience
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Honestly what would've perfected oblivions leveling is:
1. 5 levels in a skill would
directly up the associated attribute by 1
2. retroactive application
of endurance on HP (or not tying it to your level)
That's all it needs
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If you didn't do it earlier, then you don't get to reap the benefits.
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