Fallout 4 Character System

Post » Wed Dec 02, 2015 11:31 am

Who else like me really likes the changes to the character system?

The new interface merging SECIAL and skills/perks in a single screen really gives you a better overview of the growth of your character.

Also,the fact that weapons perks (like commando and big league) are replacing the old weapon skills gives a much better control on which guns you are actually good with.For example,in fallout 3/NV the small guns influences all kinds of weapons like rifles,machineguns,pistols,in fallout 4 you can become proficient in a very specific weapon type.For example,you can be a killing machine with an assault rifle but be a complete noob with handguns.Also,the fact that weapon perks rely on a SPECIAL level makes who your are (your SPECIALs) actually have an important effect on the way you fight.

I am guessing that this is also valid for non combat,skill replacing perks.

What do you guys think of the new system?

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Yvonne Gruening
 
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Post » Wed Dec 02, 2015 9:04 am

Loving it, a very flexible system that (hopefully) axes some of the problems skills had.
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Monique Cameron
 
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Post » Wed Dec 02, 2015 6:51 am

I'm excited to try out the new system. The old Skills system was fairly flawed (100 Speech with 1 Charisma, etc), and I like how the new system combines emphasis on SPECIAL with specific character improvements through perks. Despite people's fears of "dumbing down", I think this new system will end up giving us more granular control over our character progression, and significantly different characters from one playthrough to the next.

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Miranda Taylor
 
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Post » Wed Dec 02, 2015 4:19 am

Also,to be honest replacing the 0-100 skill system with what i'm guessing will mostly be a load of 5 tiers perks is a smart move since most of the times the skill checks and requirements were at the 25,50,75 and 100 mark.

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Christine Pane
 
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Post » Wed Dec 02, 2015 4:21 am

Yeah I like it. From the looks it really shut up the Debbie Downers who thought removing skills would "dumb down" the character system. Obviously we have to actually play it for a final verdict, but it seems to have streamlined the system while also deepening it and increasing the impact of your level-up choices and by extension the replay value. If it's as good as it looks, it'll be a major win.

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Lloyd Muldowney
 
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Post » Wed Dec 02, 2015 5:32 pm

Yeah,the interface and the animations are pretty damn sixy.

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Bellismydesi
 
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Post » Wed Dec 02, 2015 5:12 am

I really won't know until I try it firsthand, but for some reason it just looks...right.

It makes sense that you would progressively get better in a particular field you concentrate in.

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Céline Rémy
 
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Post » Wed Dec 02, 2015 6:06 pm

It's almost like a mix between the "all around" fallout skill system and the "Specific task skill" system from The Elder Scrolls.

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Sabrina Steige
 
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Post » Wed Dec 02, 2015 1:24 pm

It looks promising, but I really have to try it and play a couple characters to high level to see if it works all the way through the game. Some character systems work great at low level but fall apart at high levels. Yet to see how this one will work. But again, it looks promising so far.

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Ownie Zuliana
 
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Post » Wed Dec 02, 2015 9:29 am

What those people won't understand is that back in the days fallout came out for the first time the isometric view and the rpg system was almost a must since the graphics of back then didn't really allow to create detailed and believable 3d enviroments.

Fallout as a game concept is more of a post apocaliptic game with an amazing lore than it is a RPG,if you ask me.

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D LOpez
 
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Post » Wed Dec 02, 2015 9:43 am

Ah yeah I agree that it was a necessary change to fight being a god in endgame.

Yet weapon perks are just as general as in previous Fallout games. All weapon perks affect energy and converntional weapons alike. The general difference is still made in the size of the weapon as seen in big league and gunslinger. Admittedly some perks affect weapons of different types likely, yet we have not seen the different tiers yet.

Additionally it seems that weapon type centric perks have been left out like Cowboy or Shotgun Surgeon. But yeah I hope we can specialize a bit more into pistols or automatic rifles than before. The system has great potential.

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Francesca
 
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Post » Wed Dec 02, 2015 10:46 am

See, the 1-100 system worked for the original fallout games because those were isometric. 3,NV and 4 are first/third person actions rpgs, so the 1-100 thing, where improvements only come at 25,50,75 and 100 don't make sense.. It makes even less sense since now since things like lockpicking and hacking have minigames.

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Steven Nicholson
 
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Post » Wed Dec 02, 2015 2:39 am

I would like more RPG than 1st Person Shooter myself. However anyone just watching the official game trailers put out so far would assume that FO4 is a shooter only game with very little RPG elements to it. I know that's not true, but if all I had to go by is the trailer ads I see on sites I honestly wouldn't know any better. I understand Bethesda wanting to show the 'action' of the game and make it exciting, but at the same time it does seem kind of misleading.

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Ross
 
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Post » Wed Dec 02, 2015 12:41 pm

The only thing that annoys me is that perks actually still change Guns and energy weapons damage.To me the melee and unarmed perks should increase the damage of the hit.Ranged weapons perk should only reduce spread,weapon wobble,reload times,and jamming chances.You can be as good of a rifleman as you want,but a .556 bullet is still a .566,no matter how good you are at shooting it in the right direction.

EDIT:To be clear,i played and loved both fallout 1 and 2.I just don't think it is the gameplay that makes them special.

As long as the story and the universe are as good as the originals I'd take the new gameplay over the old one.

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stacy hamilton
 
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Post » Wed Dec 02, 2015 6:49 am

This sounds like a bad joke. Wow, was afraid of Bethesda's "streamlining" after Skyrim, but I didn't think my fears would come true...

Why "fix" a system that worked perfectly for 5 fallout games? Why not add skill restrictions according to specials but also keep skills?

Why not let us get better at something at each level by adding a few more points to it instead of adding 3 perk ranks at, say level 1, 10 and 20 to a skill? I enjoyed adding a few skill points at every level and it did feel more natural. Perks also used to be complementary, not having basic skill function.

So forgive me if I do not like this change. Forgive me if I didn't like TES's dumping of attributes, spell making and others either. I know it's just a few days before launch and many of you want to only be overly positive keep your hype alive etc but I can't be happy about it. It is not streamlining - it is dumping down. Sorry but if this keeps happening the game will end up so "streamlined" that we will, at some point, end up having only 3 specials in the game.

And before learning about this, I wasn't sure if I would buy the game or not at launch. Now I got convinced not to buy the game at launch. I will instead buy a goty discount edition when enough mods come out to, once again, fix the "streamlining" of Bethesda.

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Elle H
 
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Post » Wed Dec 02, 2015 7:19 am

i also think its a clever design choice. picking perks feels more rewarding than allocating a couple points into a progression bar.

slightly OT, but now i only hope that our characters are actually bad if we do not invest perks into a specific skill (too dumb to hack computer terminals, horrible aim and slow reload times and so forth). one of my biggest gripes with the new fallout is that you basically only miss out on some extra loot and speech checks if you do not have any points in the appropriate skill/special.

you're still able to ironsight-headshot everything and reload a magum in 2 seconds if you never put any points in guns. you can launch a friggin icbm and nukes from space with 1int and base computer skill ffs!

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Laurenn Doylee
 
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Post » Wed Dec 02, 2015 4:59 pm

Because any actual growth only happened at 25,50,75 and 100, which makes all the points between them pointless.

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Nitol Ahmed
 
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Post » Wed Dec 02, 2015 4:41 pm

Hah? You used to be able to do BOTH and both felt rewarding. What the heck is clever about it?

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stacy hamilton
 
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Post » Wed Dec 02, 2015 4:56 pm

To be clear,if i had absolutely no skill related to handling a 44 magnum,I would like to be absolutely terrible at shooting it.Reloading it would take horrible amounts of time and the gun would jam often,I shouldn't be able to keep a steady aim on the target BUT if the bullet actually landed on the enemy,boy,it should hurt a damn lot.

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Sasha Brown
 
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Post » Wed Dec 02, 2015 1:50 pm


Except they didn't, until you hit a new threshold, like say hitting enough lockpick skill to be able to lockpick a new tier of locks.
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Matthew Aaron Evans
 
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Post » Wed Dec 02, 2015 2:49 pm

I'd like to add to this: Since each skill only rewarded you at thresholds, it kinda becomes just numbers. Hell, it could have just been four levels per skill and it would have done the same thing.

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Jonny
 
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Post » Wed Dec 02, 2015 9:42 am

Except they did in all others. For example explosives, or unarmed, or guns etc etc. Will be much more fun and immersive now *suddenly* getting good at them by getting a perk eh.

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STEVI INQUE
 
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Post » Wed Dec 02, 2015 12:42 pm

Getting a perk in explosives will be mostly like adding 15 skill points to that skill.That's hardly sudden.

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Kathryn Medows
 
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Post » Wed Dec 02, 2015 4:13 pm

Say you put in the time to get a stat to 100. Since you only get benefits every 25 points, you just put 96 USELESS points into that skill

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Rex Help
 
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Post » Wed Dec 02, 2015 2:23 am


Meh no diffrent then say Shadowrun.
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kirsty joanne hines
 
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