Fallout 4's Character System - Part II

Post » Wed Dec 02, 2015 6:04 am

Of course we can get 10 in all Special. It′s Bethesda

http://fallout.wikia.com/wiki/Almost_Perfect

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Kari Depp
 
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Post » Tue Dec 01, 2015 11:52 pm

hokayhokay

And I just read the topic discussing this. Does look like it either won't be easy, or doing so will severely gimp your character for the early/mid game.

Okay, I don't really have many complaints about the new system. Won't know if I prefer the old one until I actually try this. Been waiting for this article since BE3, though, geez. Maybe a story one next?

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Stace
 
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Post » Wed Dec 02, 2015 4:47 am

As I recall, Todd said they wont be talking about the story before release.

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steve brewin
 
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Post » Tue Dec 01, 2015 6:12 pm

I wanted to throw something out there for some community input. Did anyone else feel that "Animal friend" and "Wasteland Whisperer" were repetative? I think they raise more questions than they answer for the following reasons. At the base level, Animal friend allows you to passify animals in the wasteland if you point your gun at them. at the base level, Wasteland wanderer does the exact same thing except it applies to any creature. Does any creature include animals? What is the difference between an animal and a creature in a post apocalyptic radioactive wasteland anyway? I mean the vicious dogs seem to be unmutated but I can't think of any other animal that is not pretty drastically mutated. So is there really much difference between these two perks (other than you getting access to animal friend at a lower charisma and maybe Wasteland Whisperer applying to everything except humanoids?).

If, for example, animal friend applies to mole rats, dogs, and other "small" animals and Wasteland Whisperer applies to everything except humanoids, animal friend is really a waste of perk points as the benefit is pretty short lived and becomes meaningless when you get Wasteland Whisperer.

Just as a side point, most of the perks seem really well thought out but Animal friend, Wasterland Whisperer and Intimidation all work of the same principle and seem like they should be 3 levels of the same perk rather than 3 separate perks.

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RaeAnne
 
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Post » Wed Dec 02, 2015 8:58 am

I'm kind of projecting my own hopes and dreams onto the perk chart with this, but could L5 be about adding more random encounters to the game? I know I'd really love a perk that enables more random encounters, sort of like Wild Wasteland. I doubt that's what L5 does, but it's just such a baffling design.

I think Animal Friend applies to wild Animals like Wild Dogs, two-headed elk, Yao Gaui, etc. Whereas Wasteland Whisperer is for the less animalistic creatures like Radscorpions, Mirelurks, and maybe even Super Mutants and Feral Ghouls. So with all three perks you'll potentially be able to pacify anything in the wasteland that's under your level, save for robots (but that's what Robotics Expert is for!). It does seem like they do the same thing for different creatures, but I think it's better that they're not rolled into the same perk; that would be a really freaking powerful perk on it's own, ranks aside. Oh man, I bet that any dogs you pacify with the Animal Friend perk benefit from the Attack Dog perk!

I bet that one of the upper ranks of the Robotics Expert perk gives us an edge on synths.

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NIloufar Emporio
 
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Post » Wed Dec 02, 2015 12:29 am

I'm going to say this once, his name is PETE HINES not Peter Hines. Please, at least get the man's name right when using him in conversation, am I the only one peeved this keeps happening?

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NeverStopThe
 
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Post » Tue Dec 01, 2015 5:40 pm

Just noticed something about your avatar...

Todd? Is that you?

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Yvonne Gruening
 
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Post » Tue Dec 01, 2015 9:22 pm

No, it bothers the ever living [censored] out of me also.

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alicia hillier
 
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Post » Wed Dec 02, 2015 4:53 am

Peter Hines and Tod Howard did a really nice job with the perks this time around, I was worried for a bit about them just being damage boosting but nay. I am somewhat curious about whether we'll be able to get confirmed bachelor perks along with the Lady Killer one tho cuz an equal opportunity damage boost appeals verily.

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Juanita Hernandez
 
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Post » Tue Dec 01, 2015 10:23 pm

Did you do that on purpose lol? :D

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hannaH
 
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Post » Wed Dec 02, 2015 1:50 am

If you go back to the reveal footage at e3 you will see a plasma pistol, plasma rifle and and automatic plasma rifle displayed briefly while he is talking about modifications to weapons. Since we don't see a gunslinger, commando, and rifleman equivalent perks for energy weapons, I think it is safe to assume that those perks apply to both ballistic and energy weapons.

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Jonny
 
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Post » Wed Dec 02, 2015 2:23 am

Only problem with that is where would the "improved" ranks of each ability go? (Intimidation: 1. chance to pacify, 2. if pacified, can incite to attack. presumably allies, like Fury/Frenzy in Skyrim? 3. if pacified, can give commands)

But yeah, I wonder about the difference between animals and "wasteland" critters. Maybe it's the difference between things that are still close to animals, versus things that are more monster/mutant? (A Yao Guai would be an animal, but a Deathclaw or Mirelurk would be a monster?)

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koumba
 
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Post » Tue Dec 01, 2015 9:21 pm

No, you are not the only one.

Someone spelled it Hinds once..

edit

-Stares at the avatar.. shrugs. Moves on-

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Naazhe Perezz
 
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Post » Tue Dec 01, 2015 10:30 pm


Peter Hinds is the man! He's not afraid to turn the other cheek when somebody asks a dumb question.

Okay, I'll stop.
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Enny Labinjo
 
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Post » Wed Dec 02, 2015 5:17 am

https://en.wikipedia.org/wiki/Peter_Hinds I'll have to design a Fallout 4 character based on him one day.

I'm pretty sure you're right, but I still feel like there would be some perks other than Science! that separate Energy Weapons from regular guns. I know I'd really like to see a perk where the ranks add things like Laser Commander, Meltdown, and Plasma Spaz from New Vegas. I doubt there will be 1:1 transfers of those perks, but something like it would be great (and might fit for whatever I9 is supposed to do).

Here's a thought: I5 shows the Vault Boy standing next to a container, and it looks like he's squeezing or stuffing a bunch of junk together. My initial thought was that it was some kind of Pack Rat thing, but what if it's a perk that gives you extra components when you scrap items?

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Siobhan Wallis-McRobert
 
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Post » Tue Dec 01, 2015 9:59 pm

You guys have no idea how nice it is to just sit back and watch for once :D

But I have to say, there are some awesome ideas coming out of this thread. It would be really nice to see some of them ending up in the final game :goodjob:

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Add Meeh
 
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Post » Wed Dec 02, 2015 8:05 am

huahuahuaha

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XPidgex Jefferson
 
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Post » Tue Dec 01, 2015 11:28 pm

I think Lady Killer only increases your ability to pass speech checks against the opposite gender, instead of adding new dialog altogether (although the speech checks themselves will probably be more Lady Killer esque) - although higher ranks might add entirely new dialog options altogether. I will miss the Child at Heart perk, though - that one was always fun. I think all of those perks have been rolled into ordinary speech checks, though - so we'll still be able to flirt with the babes, or call that little butthead a butthead, but it will all be based on Charisma instead of locked behind a perk.

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Shannon Marie Jones
 
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Post » Wed Dec 02, 2015 6:40 am

Hopefully.

I always found it dumb that in Fo3 and NV, a person with 10 charisma, and 100 speech, just simply COULDN'T even try some speech checks because they didn't have "lady killer" or "child at heart".

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Tammie Flint
 
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Post » Tue Dec 01, 2015 5:09 pm

Maybe the clock means it's a timed effect that kicks in after we get lucky somehow? So like, we do something lucky (score a critical hit?) and suddenly every bullet misses us for the next three seconds... of course, imagine how insanely powerful that would be when combined with Grim Reaper's Sprint (which I presume immediately refills your crit bar if you kill someone with a critical hit, allowing you to chain crit kills). For how powerful that is, I could actually imagine it happening.

https://www.youtube.com/watch?v=tt4DkUJw1ls

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Sarah Knight
 
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Post » Wed Dec 02, 2015 5:37 am


I won't rest easy until everybody on this forum thinks Pete Hines is a football player from Barbados.
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JUDY FIGHTS
 
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Post » Tue Dec 01, 2015 10:10 pm

There's another perk chart at vault111.com that's slightly different than the one referenced in the OP. Anyone know which one is correct?

http://vault111.com/character/

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SWagg KId
 
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Post » Wed Dec 02, 2015 1:29 am

The perk chart from the OP is straight from Bethesda.net. It's a primary source, and I'd hedge all of my bets on that. It may still be subject to change (there are some differences between this one and some of the blurry leaked ones about where the perks are positioned, and some perks might have different ranks and effects), but only Bethesda would actually be able to accurately report on that.

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Nikki Morse
 
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Post » Wed Dec 02, 2015 4:08 am

uou. This site is very cool.

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Nymph
 
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Post » Tue Dec 01, 2015 5:57 pm

I dunno, I wouldn't count on any of the Vault111.com information to be accurate. I noticed in the latest perk video that there are some changes from what we saw in the E3 footage - like, the E3 footage shows a requirement for rank 3 of Local Leader to build a Barter stand, but the new video only shows two ranks of Local Leader and it's only described as setting up supply lines between your settlements. Chances are most of the crafting recipes and everything will change a bit, too, since that's what Bethesda's doing in the final stretch of development.

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YO MAma
 
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