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It flattens out because an Altmer with maximum strength is exactly as strong as an Orc with maximum strength, which is exactly why I've said, more than once, that the races should have different maximums.
I like this idea and will certainly love to see it incorporated into future design. However, it still doesn't address the problem that happens with skill as it raises.
The game as it currently stands is a spreadsheet of values where you gain by everything that you do. The problem of that is that the level cap of Beth/Obsidian games has increased dramatically in recent years. Look at where it has gone- from 30 to 50 and now to 100+ with Legendary Skyrim.
Now what that means is that to reach that cap you will need to lift all skills to even get close to reaching a high level. And this is the key- what will happen if Bethesda decides to only unlock items (enemies or equipment) at a very high level, say 50, or 80 or even 90th level. And what if half the quests in the game have a level cap?
On Oblivion we were lucky that everything unlocked by around level 25, but what would have if Beth had designed it that everything unlocked at level 40?
My way of thinking is that a Warrior class should only receive a skill increase if he used the skill that was connected to his class. He should not receive an increase for using lockpick, or backstab or destruction magic, things that don't belong to his class. I would never advocate a rule that said, only a certain class can do a certain thing. Sure use that magic spell or backstab, but it means nothing to the level progression of the warrior.
And then all the equipment, bonuses, perks, quests, whatever, could be tailored to suit each respective class. Without having character classes Beth has no idea what we are going to do and so cannot design a game that has any proper merit or level design progression. By the time we reach anywhere near the level cap every character is uniform and boringly the same. The problem is far worse than just saying, make each race unique and have different attributes.
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Read this post: my characters. Every one of those is a role. Every one of those is a rich and detailed character with strengths and weaknesses and virtues and faults and things they're good at and things they're not good at. All of them are roles. None of them are classes.
That is certainly an impressive list. But I fail to see how having classes would ruin that list? Character classes would be connected to skill and character leveling, not to things like personality traits.
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Again, I could not possibly care less what has or has not "always been the rules."
The reason you say that is because you don't care for character classes. I get that. But a game that had character classes in it would certainly have to care about the implementation. Sorry, but I thought we were discussing 'the ultimate TES game'? Perhaps not.
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What I don't want - what I resent with every fiber of my being - is someone else decreeing that I am not to be allowed to do that at all.
What are you getting so worked up about? I understand your passion for RPG but not why you think that I am forcing anything on you? If I was saying 'you', it would mean, 'you, the player,' not you, gpstr.'
Anyway, I was responding to a quote from SubRosa in my last post, Hence, the quote tag. SubRosa and I have discussed Fallout many times and the whole post flowed from there. Why would I mention 300 hours of Fallout to you?
This post has been edited by Winter Wolf: Apr 8 2015, 12:12 PM