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Сообщить о проблеме с переводом
Yes, but spending money on trainers for upgrading skills that are worthless for your character build (i.e. leveling long blade even though you're a pure mage) are choices that you HAVE to make in order to apply for some guilds. Guilds are still locked away if you don't invest in your character the right way.
This is not inherently a broken feature. It makes way more sense for skills rather than attributes to be the deciding factor. Just as in real life, a person may be very powerful (i.e. a high strength attribute) but that doesn't mean he is a good swordsman. The other way around applies as well. If you keep improving your swordplay, you gain more strength because of training all the time. Morrowind's guild system wasn't perfect, but it was fine nonetheless.
Compare these mechanics to Oblivion or Skyrim and you'll soon find out that personal RPing over which skill takes precedence in leveling means nothing. You can become the head of all guilds without creating specific character classes. For example, you don't need to be a rogue with high sneak to become the Gray Fox. Sure, the quests become easier if you do, but they aren't inaccesible.
And no ♥♥♥♥ doing a piligramage resets your infamy, your going on a ♥♥♥♥♥♥♥ religous journey to atone for your ♥♥♥♥♥♥♥♥ game world sins. The whole idea about being a Knight of the Nine is beinga knockoff Elder Scrolls version of a Crusader.
It's not like that can't be fixed by mods anyway.
That's beside the point. I'm only judging these games on their own merits.
Short answer, no:
0. Associate: Strength 30 Endurance 30 —
1. Apprentice: Strength 30 Endurance 30 One skill at 10
2. Journeyman: Strength 30 Endurance 30 One skill at 20
3. Swordsman: Strength 30 Endurance 30 One skill at 30 and two at 5
4. Protector: Strength 30 Endurance 30 One skill at 40 and two at 10
5. Defender: Strength 31 Endurance 31 One skill at 50 and two at 15
6. Warder: Strength 32 Endurance 32 One skill at 60 and two at 20
7. Guardian: Strength 33 Endurance 33 One skill at 70 and two at 25
8. Champion: Strength 34 Endurance 34 One skill at 80 and two at 30
9. Master: Strength 35 Endurance 35 One skill at 90 and two at 35
You need to at least invest in three combat skills in order to advance in the Fighters Guild in Morrowind. That's what I meant. In Oblivion you can become master of any Guild without maxing at least one specific skill.
It also might be wise to don't swear as often on the Steam Forums. I can't make heads nor tails of some of your sentences with all those hearts in them.
I sense a little hostility in your comment. I don't think swearing is needed when you are discussing a game, of all things. And it does make you look a little bit stupid, to put it bluntly. I don't take people seriously who swear a lot, it adds nothing to the conversation. I'm not trying to sound harsh, but then again it doesn't matter since you already called me a buzzkill.
By the way, I genuinely did not understand your remark on the wayshrine pilgrimage, whether you thought it was annoying or helpful or whatever. It doesn't take too much time to be honest, and you don't even have to use the specific wayshrines that are marked on your map.
Also, I never said anything about JOINING, I was always talking about the advancement in the Guilds. Don't believe me? Go through my comments again and you'll see I was never referring to the joining of a guild. And guilds in Oblivion and Skyrim DO have ranks, the whole point of my argument was that they mean nothing because they are not tied to skills or levels.
The Thieves Guild and the Dark Brotherhood in Oblivion do have their own way of handling requirements and it's kind of okay. You are required to pay the blood price for murdering people on the job in the Thieves Guild, and in the Dark Brotherhood, you will miss certain rewards if you aren't stealthy (and they already have a fighter and a mage as members anyway). Since you can't betray your guilds, those are fine.
The official guilds could ask you to actually prove your skill in sparring (for the Fighters; e.g. execute a perk move) or by casting a certain spell (Mages). That would be slightly more interesting than just number checks.
Another idea I had back in the day was introducing skill caps based on their governing attributes, e.g. a skill can only be advanced up to ATR+25 (for example). So if your Intelligence and Willpower are 50, you can't have magic skills higher than 75, and thus you wouldn't be able to advance further in the Mages Guild if Morrowind-style restrictions were in place and you has hit your level cap. Unfortunately, I'm a poor scripter, so I was unable to create such a mod.
And honestly that could be said about almost everything that's considered "dumbing down" in later games, with a few exceptions. Like if you don't like fast travel then don't use it, but it's there for people who would like to play the game for the atmosphere or whatever without investing a ton of time in it for RP's sake. Same with skills and classes in say Skyrim, nothing's preventing you from role-playing a class instead of going all over the place. They've begun to leave the games more open-ended so there's a level of flexibility that allows more casual players to play at their own pace while veteran players can actually use their imagination and shape the game into what they want it to be for them with some effort. Which is what role-playing is at its core, stemming from Dungeon's and Dragons a few decades ago. I think that Bethesda made a mistake by having it set in stone from the get go and then opening it up later to the dismay of veterans who are so used to everything being spelled out for them.
I love Oblivion for the landscape, the soundtrack, things that personally make me want to be immersed in the game, but I wouldn't hesitate to say that Skyrim is objectively better in most ways. Because the vast majority of the things I like about the structure of older games isn't lost if I don't WANT it to be, the only logical complaints I have about it that I can't adequately make up for myself are things like the questlines that you can't really do anything about
Sounds interesting, although I wonder if it's still possible to level up in the same way. Since you can only raise attributes by small amounts each time, and you need to raise skill levels in order to gain attribute points, it starts to cancel each other out at some point. For example if you reach a cap of 50 restoration, destruction and alteration, and your willpower is below the necesarry amount, you can no longer gain willpower points by leveling up. Hence you will be unable to raise those skills. It creates kind of a Catch-22 situation.
It is still interesting to brainstorm about though, and I fully agree that attributes should have more influence on the gameplay, especially since they got rid of them entirely in Skyrim. That's probably also why all the guilds in that game are a joke, since you can raise any skill you want in Skyrim without penalty. The only game mechanics that influence your playstyle are the (minor) racial powers, and the standing stone bonuses.
I see Oblivion as a kind of middle ground between the more stat-heavy gameplay of Morrowind (and Daggerfall), and the more action-oriented Skyrim. Attributes and character classes are still there, but they don't influence the game that much. Was this the best choice however? I don't know, although TES games did become more user/casual-friendly as a result.
You could have it so that you can still increase skills (so they count towards leveling up), but they can’t go past their maximum number. Then when you increase an attribute, your number can increase accordingly.
Although if you change the leveling system (i.e. Skyrim), then this is rather obsolete
- Bruce 2018