Completed Perk Chart [Speculation]

Post » Sat Nov 28, 2015 3:04 am

Ya if you wake up with a protectetron Head leaking oil in your bed...... I think it may be a GK knows to much message :sadvaultboy:

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matt oneil
 
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Post » Sat Nov 28, 2015 10:31 am

The laptop I'm currently using is really old lol (I will be getting the one in my sig in a few weeks), and I did a load of work without backing it up. But I've managed to reconstruct most of it so far, and so the Charisma perks should be up within 12 hours, and the remaining ones within the next 2-3 days :wink:

EDIT1: @2-Caps, Lol. Setting up a meeting with the heads of the five factions as we speak

EDIT2: Sorry for the delay, Charisma perks are almost finished and will be up very soon

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Emma
 
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Post » Sat Nov 28, 2015 3:21 am

Charisma perks have just been added, all remaining perks will follow shortly.

Thank you once again for your patience, and for your ongoing support :goodjob:

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STEVI INQUE
 
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Post » Sat Nov 28, 2015 5:11 am

Reading through the Charisma perks, and just want to say these look fantastic! Almost every perk is looking to be just what I'd hoped and I cannot wait until November to play this game. So many possibilities ... it's going to be really difficult to know what to start with but I think Charisma will definitely be my favorite stat. WELL Done.

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Siobhan Thompson
 
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Post » Sat Nov 28, 2015 2:13 am

Maybe Charisma will actually be viable for once, seeing as we can't ignore it and just dump points in Speech and Barter. Definately gonna go for a Charisma/Luck build early on, just for fun. Thank you for this :)

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Brandon Wilson
 
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Post » Sat Nov 28, 2015 4:58 pm

Thank you as always for your kind comments. Putting these together really does take a huge amount of time due to the level of research involved. This includes not only studying the footage and other official information in minute detail, but also taking apart aspects of other games from BGS, in particular Fallout 3 and Skyrim. On top of this, I also factor in other games that are significant, as well as even the most obscure or seemingly irrelevant comments from the devs. For example, Todd mentioned some time ago that one of his favorite games is GTA V. What this suggests, seeing as he just happens to be at the helm of one of the most successful games development studios on the planet, is that influences from this particular game will almost certainly materialise in gameplay. This principle has already been seen in the settlement building aspects of Fallout 4, which Todd confirmed has been heavily influenced by Minecraft, another one of his favorite games.

In the case of GTA V, I have already included details of one of the most prominent features in my research, that of collectibles. As I have suggested in the OP, I believe that there will be 100 collectible skill books, consisting of 20 sets of 5, which is in line with the system from GTA. In addition to this, one of the most underused and underdeveloped features of GTA V was that of being able to directly control Chop. And so I thought of how BGS may have approached the possibility of taking direct control of Dogmeat, including the use of V.A.T.S. Not only does this fit with the whole concept and imagery suggested by the Attack Dog perk, but we have already seen a massive clue as to the inclusion of this suggestion. The very first piece of official confirmation we had as to the existence of Fallout 4 was the trailer. And a large part of the trailer just so happens to be shown from the dog's perspective, including the very same route taken by the protagonist and their family all the way from Shaun's bedroom to the vault itself.

I hope this demonstrates that I am not simply pulling ideas out of thin air as had been previously suggested, but that I am in fact approaching all of this from a very scientific and exact perspective in order to avoid misinformation, and to present the most accurate possible representations of what we can expect to see in the final game.

My research certainly does put Charisma into something of a different light! And it makes perfect sense that this particular stat will also be one of the most powerful, by offering advanced settlement building and companion options. Also, there is a very important reason why no less than 7 of the included perks are what I refer to as Combined Ops perks, which means that they each have 2 related but very distinctive functions. And this all has to do with the military connection that has been hinted at from day one. Full details of this, including the exact origin of the chart and how it relates to a very specific area of the military, as well as the location of one of the in-game bobbleheads (yes, I am being serious!) will be revealed in my next thread, as soon as I have posted up the remaining perk descriptions. One clue as to the whereabouts of the first bobblehead is that it is literally a hop, a skip, and a jump away from our starting location.

All shall be revealed in due course ;)

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GabiiE Liiziiouz
 
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Post » Sat Nov 28, 2015 3:45 pm

Just found https://www.youtube.com/watch?v=NZY209ZzI2Q video on Open World Games' YouTube channel that discusses the chart featured on vault111.com. Even though he doesn't mention this thread, you can see all of the updated perk names, as well as the alert that links back here. He does, however, mention a few of the new perks, including Long Shot and Nuclear Strike. Looks like all the research is finally starting to pay off :deal:

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JAY
 
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Post » Sat Nov 28, 2015 9:26 am

Thank you for your research on the SPECIALs. I am going to have to change the way I use my points in SPECIALs. I normally only put 1 point in Charisma. Now I will have to put 10 points into Charisma. I hope to be able to have Attack Dog, Local Leader (3), Intimidation, Robot Expert, Wasteland Warrior plus my "normal" companion. Add Animal Friends to get a Pack Brahmin. I will roam the wasteland.

I can hardly wait for your Intelligence, Agility, and Luck perk chart.

Thank you again for your hard work.

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Alyesha Neufeld
 
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Post » Sat Nov 28, 2015 9:28 am

You're most welcome. I'm currently working flat out to get the last 3 categories done in one hit. I've learned the hard way not to put a time frame on it, but it will be on here as soon as I can get it all compiled and typed up :)

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xemmybx
 
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Post » Sat Nov 28, 2015 5:19 am

Shame I have come to expect this from you GKK7z, Top notch as always. (Dont let that ego get two big, I do happen to have a rather large pin and am not afraid to pop it if you let us down hehehe)

Like Myst and too a lesser extent Akabra (I think sorry if i murdered that screen name) I have always been a Luck/ charisma perception player (str and endurance my dump stats) and it looks like my years of doing a typecast character are finally going to pay off. Plus if your str side effect (weapon kick) it makes me happy to know end imagining ole 2 caps slapping himself in the face with the butt or barrel of the big guns as heh shoots em. (Lots o funny you tube vid of people doing this with stuff a bit too big for em)

Glad I got in before new thread heh

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Veronica Martinez
 
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Post » Sat Nov 28, 2015 3:04 am

Like I've said before, I don't understand why the Lone Wanderer perk would have such a high Charisma requirement. It's a perk that encourages playing alone, and governs the basic ability to lie and deceive in dialogue. That would be a perk more appropriately requiring a lot less Charisma consider it dissuades the use of companions unlike many perks found in that attribute, and covers a pretty basic aspect in dialogue. And yet for someone who wants to play without companions they have to invest highly into Charisma, having to go through perks that they will never use that have a lower Charisma requirement that involve companions, just to get a perk that benefits their play style. Doesn't make much sense.

Another example of bad perk placement, in Endurance, perks like Toughness and Life Giver can be accessed very early on with low Endurance. Someone can build a character with a good amount of HP and damage resistance without bothering to invest heavily in Endurance at all. Based off of the speculation you've made and how much HP you get based on how much END you have from this website: http://vault111.com/character/, I can have a character with just 3 measly points in END and still end up with 170 HP (including maxed rank Life Giver) by the end of it. While someone with 10 END will have 205 HP (including maxed rank Life Giver). It's 35 points higher with 10 END, but it's not much of a significant increase from someone who has only invested in 3 END and the Life Giver perk.

I can have a character with high Agility, high Intelligence, decent Luck, and low Endurance, and I will still be able to possess a sufficient amount of HP and DR. No need to bother with the rest of Endurance, unless I want some stupid perk that allows me breath underwater longer, oh boy. I'm just seeing a lot of issues with the ways the perks are placed in the chart.

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Teghan Harris
 
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Post » Sat Nov 28, 2015 6:42 am

Just one case in point. The leaked Gamescom footage shows us the exact location and also the name of the Lone Wanderer perk, as well as the fact that it only has a single rank. The description is also partially visible, and begins with the words "Who needs friends anyway?", and so there is absolutely no doubt what this particular perk is and what it is for. The fact that it requires a Charisma of 7 reflects the need for a high skill level in order to adequately lie and convince others. This would be comparable to a corrupt politician or public figure who has been trained to lie. Also, the exact location of this perk on the chart means that it also has a secondary function, which by association is most likely connected to building settlements, which is why I have detailed it accordingly.

As for the other perks you mentioned, from the respective icons, there is no doubt as to what they actually are. But as for the value of the remaining Endurance perks, this is something that is clearly designed to cater for all eventualities. Being able to protect against radiation, for example, is something that many people will want to invest in, due to the far more lethal effect of reducing your maximum health. Also, the top tier ability to regenerate your Hit Points when in sunlight would be considered very useful by many players. Another example would cover those who do not wish to wear any advanced type of armor, but still wish to achieve a high level of protection. By taking both Toughness and Tank, which require 1 and 8 Endurance respectively, you would have a potential Damage resistance of 80 and Shock Resistance of 50, as long as you were in sighted mode, and were not sprinting. This would protect you at almost maximum level for ballistic weapons, and also quite substantially for energy weapons.

Taking all of this into account, we can see that each perk is clearly designed to meet a very specific need. There are perks on the chart that I would never choose, and yet to another player, the very same perks would be seen as essential. It's all a matter of personal choice and playstyle.

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Noraima Vega
 
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Post » Sat Nov 28, 2015 12:11 pm

What advantage would it be to take A1 (Rookie) over A2 (Commando)? Naming it that way would imply that A1 is inferior to A2.

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Emma-Jane Merrin
 
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Post » Sat Nov 28, 2015 1:15 am

By specialising in pistols (rookie), you would be able to hold thrown explosives, all well as other possible items, in your off-hand. Pistols are less powerful than rifles, hence the name, but being able to dual-wield would balance this out.

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GPMG
 
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Post » Sat Nov 28, 2015 4:55 pm

I feel as though dual wielding is something that would have been mentioned by now by the devs...where is it mentioned other than that one article (which has since been edited) that highlights dual wielding.

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josie treuberg
 
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Post » Sat Nov 28, 2015 7:50 am

Thank you, so basically I would have no reason to take rookie with my build.

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Nathan Hunter
 
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Post » Sat Nov 28, 2015 5:06 am

It isn't. It just fits the premise of the game, along with many of the other ideas I have suggested. One thing that we do know is that Fallout 4 already has a ton of features that are new not only to this franchise, but that weren't even included in Skyrim. And so the fact that dual-wielding was in Skyrim means that it wouldn't be much of a stretch to expect it to show up in Fallout 4.

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Aliish Sheldonn
 
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Post » Sat Nov 28, 2015 12:37 pm

The image for Nuclear Strike looks like the image for http://fallout.wikia.com/wiki/Nuclear_Anomaly, which is probably the perk on which it is based. "Strike" is not a name Bethesda would use for a defensive perk.

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dean Cutler
 
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Post » Sat Nov 28, 2015 1:35 pm

I've come around on the temporary or curable ghoulification because it gives more importance to the Endurance attribute. Before that Endurance was something I didn't think much about.

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sam westover
 
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Post » Sat Nov 28, 2015 2:16 pm

And yet it was an innate ability that was hyped to hell and back before Skyrim's release. Even it is was a "perk" they'd have mentioned it because it would have blown a lot of people's [censored].

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Paul Rice
 
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Post » Sat Nov 28, 2015 6:23 am

As was pointed out some time ago by BOX MAAAN, the icon at 9E shows Vault Boy walking away from the blast, rather than basking in it, which was the case with Nuclear Anomaly. Also, with the inclusion of radioactive lightning as confirmed by Todd Howard, it would make sense for this perk to be called Nuclear Strike, especially considering the scenes shown in the tutorial involving an actual nuclear strike being witnessed by the protagonist. Also, in the leaked Gamescom footage, one of the Charisma perks is confirmed as being called Lone Wanderer, which would not seem like an obvious choice to be listed in this category, but it is there nonetheless.

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Ash
 
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Post » Sat Nov 28, 2015 6:20 am

Please direct all subsequent comments and suggestions to the follow-up thread, linked below :)

http://www.gamesas.com/topic/1534682-completed-perk-chart-speculation-thread-2

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casey macmillan
 
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