The Lamonster
Member
Totally agree. Skyrim really delivered 
Which had a character progression system that I actually enjoyed even more with the way the weapons scaled with your stats. Like I said, I like hand crafting a character as much as anyone else but having your abilities improve for actually using them is something I think more games should utilize.
I think that building a game around a system that fits works better rather than just shoehorning in a system for whatever reason. Picking and choosing popular ideas/systems/gameplay and then just putting it into a big, inelegant blender means you get a Dragon Age.
I liked it too. Sure it had some problems with some aspects, but it was a great way of going about creating a character tailored to what you liked to do. A lot of you are complaining about leveling a non-combat skill and then not being able to fight. Well, what do you expect? If you're crafting your character to be a sneak-thief, then you can't expect to be able to don some heavy armor and wield a longsword like a knight could.
Oblivion's system was better. They had main skills progression (called Attributes) and sub-skills to level up.
Subskills were done simply by doing the action. Running/jumping/falling = Acrobatic, Repairing weapons = blacksmithing, using daggers and small swords = Short Swords... etc. Your leveling of the sub-skills would contribute to actually characters level up. And it is after you level up then, is where you get to level up 3 attributes. Stuff like "Strenght" "Endurance" and "Willpower."
It made leveling up your character how you see fit so much better.
Level scaling sucks horse shit though.
Why does picking old ladies' pockets turn the wolves into trolls? And actually, you can wear armor and a sword with no penalty despite trying to be a thief or mage.
The way combat is designed, beating shit in the face with a warhammer is always going to be a better solution than daggers or spells, regardless of your skills in daggers or spells, because you stagger everything and can do it endlessly because normal strikes don't require stamina. Meanwhile, spells need magicka and unlike weapon attacks, magic attacks don't get more powerful as you level up, they just require less magicka to cast.
Combat design is actually staggeringly stupid.
Give this man an Oscar.As far as I'm concerned, this is how a good skill sheet looks.
![]()
I'm going to agree with the principle of it, but I would say the way Oblivion did it made the game kind of flawed. As you played, you recognized after the first few levels that you would get bonuses to the attributes you wanted to level based on the skills you leveled up, but that quickly led to gaming the system if you wanted those x5's.
While I found Skyrims system to be just fine, I still prefer a more traditional skill-system ala D2 or FFX. And something i'm sorely missing from a game like Dragon's Crown. Let me dump tons of points in Agility. Mhhhhm.
Soon™ in HD
Doing X will improve X works for crafting. Sucks for everything else. Piss poor, IMO. The visual representation was also a pain. Looked nice, navigating was atrocious.
I guess the rest of the Elder Scrolls series (I wouldn't know, Skyrim was the first Elder Scrolls game I played) used a similar system and I'm sure there are other games that follow this line of thinking in terms of progression.
Aside from the gorgeous UI, the idea behind doing ____ will improve ____ is simple, organic and mostly an intuitive way for someone to play and progress through a game. Sure there is a bit of grinding along the way and this is where the system needs to be refined a bit but the idea behind it is sound.
I love the idea of character building and putting in stats where I most see fit but it's kind of antiquated right?
Anyway, let's discuss character progression in games. This is not a "skyrim is awesome" or "skyrim sucks" thread.
Which is why Daggerfell's leveling system was better, they didn't force you to go through bullshit just to efficiently level up your attributes. Just had a random luck-based chance to get between 4 and 6 skill points to distribute amongst your attributes. Not to mention the fact that practicing magic was a lot easier since you could just queue up a shitton of spells instead of having to spend an hour slowly casting one spell at a time.
Skyrim's leveling system was jank in nearly every way though.
I missed athletics/acrobatics too much to like it. I loved in prior ES games getting faster and jumping higher as I leveled.
Final Fantasy 12 had the best leveling system
you could build any character any way you wanted
It's a great concept, poorly implemented. Blacksmithing and enchanting are trivially easy to level, meanwhile Alchemy and Speech more or less require you to pay tutors if you ever want to make it out of the mid-30s by the end of the game.
Similarly, it's very easy to build Conjuration and Alteration skill levels, but good luck with Restoration. And you have to grind like crazy to get Destruction to grow, though you will at least be using that constantly.
Let's not even get into how damn underpowered a mage is compared to a warrior in heavy armor wielding a two-handed weapon. Of course why bother with either when you can just crouch in broad daylight and be magically invisible and shoot the brain dead enemies with a bow and arrow for 8x damage. How the hell do you fire a long bow from a crouching position, anyway?
I prefer Vampire the Masquerade much better. Then again the way the two games handle it is very different but Bethesda really needs to shake up the mechanics.
![]()
This. I understand some parts of a game might get too easy if someone grinds their way to a super powerful level very early, which is why some games do these level scaling systems, but fuck that. Why can't a player have fun if they want to that way? Not everyone is gonna play it like that, and even if they did, so what? Sometimes I WANT to play a game and feel like a complete overpowered bad ass, and take my revenge on the weaker enemies that used to be difficult.
Time for this.
Fallout/Skyrim hybrid Leveling System Wishlist
- Classic RPG Leveling XP(kill, quest, discover)
- Return of stats that only rise on a per level choice
- Skill Leveling by use and level
- Integrated Perks
Essentially, I would like a Fallout/Skyrim hybrid system, more Dragon Age in theory. Keep the good from both of the systems, and eliminate the "bad".
So you start with your core modifiers(SPECIAL) which would determine your speed and starting stats of the skills and attributes(Layer 1). Some of these can be modified based on the direction your character takes. It seems only natural that a "Big Guns" would get stronger but slower over time. It wouldn't work for every one of the core 7 but if implemented right could be interesting. Then you would have your attributes. Health, Action Points, etc.(Layer 2). The 3rd Layer is the Skill system which you can directly modify with use of said skill or by leveling up. Every time you level up you will get X points for attributes and X for skills. This would immediately eliminate the two biggest problems with Skyrim's leveling system. Namely the difficulty of leveling up other weapon types once at a higher level, and the horribly simplified attributes. I would also split up perks into 3 categories; Level, Karmic, and Skill. Skill perks are perfect in Skyrim, but it needed some "overall" level perks. The Karma system is a strong personal opinion. I've always liked an inclusion of it when done right. I'd also add in Armor and Wepon crafting to Fallout 4, personally. In the end, I hope Bethesda can refine Skyrim's leveling system and give us something spectacular for F4 but I have a feeling I will be left disappointed.
Marcel said:Picking and choosing popular ideas/systems/gameplay and then just putting it into a big, inelegant blender
Reading this thread reminds me just how great the Requiem overhaul mod is. Turns Skyrim into a great RPG.