During the intro sequence, the gate for the first wagon didn't open, so ours drove over the second one, then suddenly flipped like a thousand feet in the air and then I died. It was hilarious.
Just about the only thing that fable 2 & 3 got right then...Kahunaburger said:I could possibly see it working if it was much more general - like improving your magic would also increase alchemy, and improving your axehandling would also increase smithing. Much as it pains me to say this, maybe Fable had the right sort of idea with an XP pool that could be spent on all skills and XP sub-pools that could be spent on specific sorts of skills. I dunno if that would actually work at all in practice, though.DoPo said:Because there isn't one. I mean, the idea behind the TES levelling is cool and all but the actual execution is beyond horrible. I'm fairly sure it is possible for the concept to work in a video game, but certainly not in the way Bethesda have been tackling it so far.
Personally, I've always liked the skill trainers found in Risen. They make a lot more sense for the purposes of things like smithing and alchemy. It's slightly believable that you can swing a sword a million times and then get better at swinging a sword, but there is no way smithing lots of one thing could teach you to make another thing.DoPo said:Yes, something like that. The Fable one is really more preferable (now, if only killing stuff wasn't the only way to get smarter and so on...). But to have the TES one working better, perhaps the key is to massively scale it down - instead of 100 ranks, go down to, say, 20 (or they could even be 4 if you wish). In addition or instead, don't tie the player levels to that, maybe even remove them altogether - raw skills is just as good. Moreover, the only thing you actually need levels for in Skyrim is perks - the advancement of health/magicka/stamina can be untied from levels. Actually, the same holds for acquiring perks.Kahunaburger said:I could possibly see it working if it was much more general - like improving your magic would also increase alchemy, and improving your axehandling would also increase smithing. Much as it pains me to say this, maybe Fable had the right sort of idea with an XP pool that could be spent on all skills and XP sub-pools that could be spent on specific sorts of skills. I dunno if that would actually work at all in practice, though.DoPo said:Because there isn't one. I mean, the idea behind the TES levelling is cool and all but the actual execution is beyond horrible. I'm fairly sure it is possible for the concept to work in a video game, but certainly not in the way Bethesda have been tackling it so far.
But that's just trying to hack the current one into shape - a better overhaul can be made if we start from the ground up. Even then, an XP system with something like a Fable-like idea (you get bonus to what you use, basically) would go much more smoothly.