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> Determining Character Class, through gameplay
DoomedOne
post Oct 9 2005, 03:25 AM
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Yeah it was a topic of debate on the forums about how only one guy managed to beat the first dungeon and that was because he basically rush the character system, ran past all the enemies and felt his way out using past TES experience. Every player got 45 minutes to play, so it takes at least 45 minutes, maybe an hour.

If you think it sounds horrible to spend an hour on character creation, remember, it's really just a classless dungeon.

Yeah, rob, that sort of puts a hole in my inference. I don't want destruction to be the magic skills used to give me votes in favor of being a magic user though. I want skill majors in mysticism and alchemy, and those are the only magic things I want, so it's questionable how they do it.


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MerGirl
post Oct 9 2005, 08:29 PM
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QUOTE(DoomedOne @ Oct 8 2005, 10:25 PM)
Yeah, rob, that sort of puts a hole in my inference.  I don't want destruction to be the magic skills used to give me votes in favor of being a magic user though.  I want skill majors in mysticism and alchemy, and those are the only magic things I want, so it's questionable how they do it.
*



Well, I think it's a good speculation, Doom (mind if I call you that?). smile.gif

But, I'm confused:
The only thing is, is this dungeon-creation-place going to affect your experience in those skills? Like, will it add points to my Destruction skill if I accidently used a fireball or something? Or does it add up to the use of magic skills in general? huh.gif

Suppose I want Speechcraft and Restoration skills... How would I do that? Talk to a random live/dead NPC/creature in the dungeon? Do I find a magic scroll for the healing part in the dungeon and use it?

I'm still very confused on how this dungeon supposed to work. kvleft.gif

Well, the good thing is, it's just a suggestion, and we can form our own custom classes or at least choose our classes. If it's like that, then I guess it's like answering those moral questions in Arena or Morrowind--I'm not forced to take their advice. smile.gif

This post has been edited by MerGirl: Oct 9 2005, 08:30 PM
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RobRendell
post Oct 10 2005, 12:45 AM
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QUOTE(DoomedOne @ Oct 9 2005, 01:25 PM)
Yeah it was a topic of debate on the forums about how only one guy managed to beat the first dungeon and that was because he basically rush the character system, ran past all the enemies and felt his way out using past TES experience.  Every player got 45 minutes to play, so it takes at least 45 minutes, maybe an hour.

Interesting... thanks for the pointer, because I don't read the official forums any more... too much noise.

However, their search function works smile.gif so here's a thread that collects the discussion of his run through the initial dungeon:
http://www.elderscrolls.com/forums/index.p...howtopic=169688
He didn't dwell on the character creation aspect, but it's interesting reading nonetheless. I found his write-up really worthwhile, even including the things that he was less than thrilled about (he stated later that he was being conservative and understated, and WRT the graphics he was comparing Oblivion with the other soon-to-be released FPSs for the XBOX present at the event, where the graphics are the primary focus of the game, so read his write-up with a grain of salt).
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Soulseeker3.0
post Oct 10 2005, 12:59 AM
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holy moly. lots of words..... don't want to read it tongue.gif


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DoomedOne
post Oct 10 2005, 02:52 AM
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Yeah, also remember most of the stuff outside the sungeon was incomplete, they're still putting the finishing touches on everything so a lot of aspects were not put in the demo.


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jchamber
post Feb 6 2006, 04:15 AM
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In one of the E3 videos where you can hear people in the background and questions that were being asked by viewers the screen showed for a second or less the characters personal screen and the class was "Adventurer" which as anyone who has made their own class in MW would have noticed is the custom class default name, so you can definitly make your own class as you prefer and pick out what 7 major skills you want, and your prefered stats (thus a class is a little more than "just a combination of skill majors") Also I love to name my own classes like firefighter....or whatever sounds good at the time for the skillset. SO....everyone can 99% likely quit being worried about whether they can get their class they want or not the first run through....now from a game mechanics point of view in reference to what the game will "suggest" your class be I would love to get details...but one way that hasn't been meantioned that they could do it is as follows: For every amount you use a skill you get a % of use history in the background mechanics and when you finish you could have somthing like 5% blade, 2% blunt (I think that is the second str. stat), 0% hand 2 hand, 20% sneak... and so on and when you have completed the trial period before selecting a class, these are tallied and you get suggested the class that most closely has the skills you used most as it's majors...this would probably be a fairly simple way to perform this from a programing side of things, just save skill use in the same manner as for increasing skills (ex. ".002 per second sneaking", i think that is a quote from someone, I apologize for lack of ability to recall who at the moment). The hardest part would be associating the skills so that if you had a tie there would be a resolving method...like suggesting 2 classes or similar, you could assign a heirarchy of in a tie pick this over everything else then that, then that...and so on. Sorry for being a little long winded but I wanted everyone to be able to understand what I meant.


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Curly_G_
post Feb 6 2006, 03:20 PM
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It doesn't randomly chose youre skills, it's the same pre-set classes from MW, but... hyped! So, if you go for brute strength, you will be given Knight or Barbarian. If you use magic/logic you will be a Mage or something. Magic and a Sword? Spellsword. etc. But you can override it and make a custom class, as usual.


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Daedric Lord Molag Ball
post Feb 9 2006, 01:51 AM
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QUOTE(RobRendell @ Oct 7 2005, 10:59 AM)
I'm not sure if this is a worthwhile topic of speculation, but I guess the moderators will let me know if it isn't smile.gif

I'll be really interested in seeing how they do class choice through game-play.  I only recently worked out how the question-based character class choice in Morrowind worked, because I started playing Arena.

It was much more apparent in Arena that each of the three options to each question corresponded to "cunning", "valour" or "lore", and your class suggestion was a function of your resulting levels in those three traits.

In Arena and Morrowind, you have 10 "votes" to distribute the three traits, so it's fairly easy to see how they could map that to the various classes.  100% cunning is a thief, 100% lore is a mage, 20% cunning, 40% lore and 40% valour is a spellsword, etc.

However, in Oblivion it's apparently going to be determined by your actions through the initial escape.  So, how are they going to do that?  There are (say) 10 obstacles, and the game checks how you take them on?  What if you sneak for a bit, cast a spell at a rat, then run up and whack it with a blade?  You've used all three behaviours on a single obstacle...

It all seems much more analog and difficult for them to classify.  Any ideas or thoughts about how it might work?
*



I don't know how it might work but I bet it will work because they got a lot more tecknology in gaming then they did on morrowind.


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Darkwing
post Feb 9 2006, 10:42 AM
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[speculation]

I figure the beginning part is to give you a hands on approach to the different gameplay styles available. So you have the option to be stealthy, use basic magic scrolls and also hack away at an enemy (for instance, use a spell to open a door, use sneak to bypass a bunch of tough rats and then use combat to deal with an assassin)

The character is a basic template at that point, and once you have finished the 'tutorial' the player then has the opportunity to start their character creation based on their prefered playing style. In essence, the character they use before creation is not actually altered by the tutorial actions, it is simply a cookie-cutter character employed to allow the character the chance to explore the gameplay styles.

[/speculation]
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Curly_G_
post Feb 9 2006, 12:15 PM
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What Darkwing says makes sense, as it is trying to appeal to new players. But, I suppose it's the character creation too, as if you like the look of the spells when you first see them, you'd use them more often and therefore get a suggestion to become a mage, etc.
I'm probably still gonna grab the shiny sword! smile.gif


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Bofra
post Feb 12 2006, 03:07 PM
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I don't think it's going to be that complicated, basically you get a starting set of skills (you are equaly good/bad on all three branches) and then it measures how much of each branch skills was used and calculates similar to MW with percentages. So if I solve 60% of the dungeon using different spells I would probably be suggested to become a mage-like proffession. Then at the end the skills are rearranged to suit your chosen proffession.

Considering spells I hope you don't get any spells to begin with, thats to.. oldfashioned, how come a prisoner like me knows magic and hasn't escaped yet? Hopefully you'll learn them depending on how you solve the initial puzzles, maybe a guard notices how you handle a situation mage-like and gives you the option to learn a simple spell and so on.

It's going to be intresting to see how they handle this, but then again, a "quick-char" mod has to be released as soon as possible.. I tend to create tons of chars on my first playing-day on any RPG.. 45 minutes for each char will leave me playing the char-gen dungeon for hours... tongue.gif


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