Posted 07 June 2011 - 03:05 PM
Random questing - a lot of Oblivion quests were really dry go to location X, get automatic journal updates indicating "sleuthing" and then slay everything in sight (often including the enemies that would normally be generated in that cave/mine/etc). So I'm not sure how I feel about completely randomized quests. Well, rereading the RPS blurb it seems like it's randomizing minor details like location instead of the whole notion of the quest. So no saving 1000 randomized kids from 1000 randomized parents for leveled gold.
Attributes removed - I will have to see this to believe that it works. What is truth is that the attribute system of the previous two games encouraged you to practice efficient leveling, which is boring and tedious. It's not as if you wanted a character that you made to have any less than 100 in all attributes... and in particular, you wanted to get to 100 Endurance fast, which may have influenced your choice of star sign (The Lady, +25 Endurance/Personality).
Making the case for the removal of attributes is mostly predicated by the strong skill system:
Intelligence: If you're good at alchemy, you mix good potions. If you're good at lock-picking, or take the time to master the mini-game itself, you can open locks.
Willpower: Magic skills determine casting costs and effectiveness. Rather than having a willpower attribute to determine mana regeneration, you just lower the casting costs further for spells that you have good skill values for.
Endurance: Armor skills determine armor effectiveness.
Agility: In Morrowind, affected weapon speed / ability to hit, in Oblivion, marksmanship. Just let it be governed by weapons skills. Block can determine "stagger chance".
Luck: I guess they're not doing this but it would be interesting to have luck be a hidden attribute with a value of 1.0 and then alter that transparently using magic or equipment. Permanent increases could come from permanent abilities. Raising luck when you level up doesn't make a whole lot of sense.
Personality: People can like you based on actions and not a number, which is definitely true in Oblivion which has different types of people (nobility and commoners vs. criminals and beggars) like you based on Fame and Infamy balance, not to mention quest outcomes and personal interactions.
Speed: It's hard to make a case for Speed removal when Athletics and Acrobatics were cut at the same time. Now that Fatigue is an "attribute", it will probably have to fulfill this function. The real question is how fatigue can be raised and at what rate.
Strength: Fatigue for carrying capacity, weapon skills determine weapon damage.
Dual spell wielding sounds great if it is the case that the two spells combine to create "new effects".
I heard that this game lacks levitation. Too bad, it would have been cool to use considering you have an x/y/z/yaw/pitch/roll (compare to Oblivion's imps that just fly 5 feet above the ground) flying enemy, the dragons.
Hmm, he dispatched guy #1 with a bow, and then guy #2 just kind of stood there scared.
Mammoths and dragons. Awesome.