Fallout 4 - Skill Calculator

Post » Fri Nov 27, 2015 2:51 pm

Hey all, I just wanted to point out a new Skill Calculator I found for fallout 4 while reading the reddit forums.

Can't post links here, but if you just google fallout 4 skill calculator it should come up. Seems pretty basic,

but it looks pretty good I think.

The reddit post that mentions the site says that it's still in alpha status and will be updated when more

information gets revealed. But it might be something to play with until the game comes out.

Cheers.

DaCheat.

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OnlyDumazzapplyhere
 
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Post » Fri Nov 27, 2015 5:40 pm

Starting SPECIAL is 4 each if evenly distributed, compared to 5 of previous game. Interesting.

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Amanda savory
 
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Post » Fri Nov 27, 2015 10:44 pm

Yeah, I also found this interesting. Seems very low. Maybe we'll get to assign attribute points like 1 every 5 levels or something, or maybe stat clothing will make a more prominent role.

Personally I'm kind of glad the starting stats are so low. It seems more and more that it's only acceptible to have a character with near max stats at the end of the game that trivialises

combat / role playing decisions. I'd much rather have lower stats and build specialist characters as I think this will promote replayability. Play one time through as a sniper with high per and agi.

the next time through as a super mutant melee powerhouse with str and end, and another time through as a non-combat protaganist with high int and char etc...

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City Swagga
 
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Post » Fri Nov 27, 2015 11:50 am

A WAG

Perks replace skills leveling wise and SPECIAL points replace perks.

1 perk per level

1 SPECIAL point every 2(3?) levels

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Floor Punch
 
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Post » Fri Nov 27, 2015 1:03 pm

Yeah, to be honest it worried me that we'll hit all 10 SPECIAL at endgame, that's making a travesty of SPECIAL system.

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Chica Cheve
 
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Post » Fri Nov 27, 2015 2:10 pm

link ?

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Cash n Class
 
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Post » Fri Nov 27, 2015 2:28 pm

If we are allowed to apply additional points to SPECIAL attributes while leveling, I doubt it would be any more often than once every 4 levels, and more likely to be even less often (every 5 to 8 levels perhaps). Gameplay footage has shown one of the demo characters to have a level of 48 (I believe), so getting additional attribute points at a rate more often than every 4 levels would lead to rather generic characters with 10s in everything (assuming SPECIALs are capped at 10).

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Charleigh Anderson
 
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Post » Fri Nov 27, 2015 1:00 pm

When they were showing off the collectors edition pipboy, they had a lvl 24 character on the screen with a total of 31 special points. So 3 special gained over 24 levels. Hard to tell if it's a perk every 8 levels or just bobble heads.

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JD bernal
 
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Post » Fri Nov 27, 2015 12:27 pm

One SPECIAL point every 8 levels would be pretty good. If the level cap was 50, you would get a point 6 times when you hit 48. Maybe the final point is given at max level.

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Tyrone Haywood
 
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Post » Fri Nov 27, 2015 8:49 pm

Ooh, good eye. That's some strong evidence for the theory. While I suspect bobble heads in the world can be acquired to gain 1 bonus point for all SPECIAL attributes, I'm reasonably confident that we'll also get to apply 1 additional SPECIAL point every 8 levels.

Edit: As an additional note, I wonder if the perk system will be slightly more like New Vegas in that you get a perk every other level (like Fallout 1 and 2?). If the perk system is replacing the skill system, with a maximum of 4 ranks per skill/perk, over 50 levels (assuming 25 perks total), a player could 'master' 6 aspects of the game. This is purely speculation, of course.

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Amanda Furtado
 
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Post » Fri Nov 27, 2015 11:31 am

Ive seen the question asked and theoriecrafted about alot....But will there be skills in Fallout 4 or not, similar to Fallout 3?

Going to asume with the true FPS system they are implementing, which was showcased nicely in the videos we have seen, that the lack of skills wont be that much of an issue, since the new FPS engine is going to be more PLAYER skill based, not "game" skill based?

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Scott
 
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Post » Fri Nov 27, 2015 1:12 pm

There is nothing confirmed either way, but

-There didn't appear to be a skill list in the pipboy during the e3 showcase.

-When going through the weapon mod like SCIENCE! rank 1 was seen and a requirement for one of the weapon mods.

-What were the icons for the speech, sneak, and medicine skills in Fo3 and NV were seen on the perk poster in the trailers/the preview pic for the pipboy edition of the game.

So its very likely skills were cut or transferred into perks.

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Heather Dawson
 
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Post » Fri Nov 27, 2015 11:38 pm

where did this so-called skill calculator come from? How do we know it is legit?

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Hayley O'Gara
 
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Post » Fri Nov 27, 2015 5:55 pm

The way they worded the description for perception in the ui has me wondering.

"Perception is your environmental awareness and 'sixth sense'. It affects weapons accuracy in vats."

Sounds like first person combat is player skill based, where as vats will be more character based. Offensive perks might contain two inherent bonuses, one that enhances fps combat and another that enhances vats in some way to play more like a "traditional" rpg. Like, for example, a combat reload perk could increase the speed you reload your weapon at in fps, but also allows you to reload in vats and continue firing if you have the ap to do so.

Pure 100% speculation on my end, so you know, just a guess.

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Franko AlVarado
 
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Post » Fri Nov 27, 2015 9:33 pm

I imagine it will be one perk pick per level, and that something like 'Intense Training' will be an option. Perks will have a SPECIAL requirement and there will be 10 perks for each SPECIAL stat (this is what the poster in the garage deplicted).

You will have to raise SPECIAL points up to qualify for the 'high stat' perks, but the more you raise your SPECIAL stats, the fewer perks you will end up with when it's all said and done.

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Ludivine Poussineau
 
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Post » Fri Nov 27, 2015 10:53 pm

Well that is neat. I can play around and see what character I want before the game is released.

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Sunny Under
 
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Post » Fri Nov 27, 2015 2:10 pm

A few off topic posts removed.
I laughed, but let's stay on topic and keep it a bit cleaner. Thanks.

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Anthony Rand
 
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Post » Fri Nov 27, 2015 11:13 am

It's just a little fan made thing.

Here's a http://www.rpg-gaming.com/fo4.html for those of you too lazy to google it. There might be a lot of ads on that link, I can't tell. Adblock. Might just be weird formatting tho. Or maybe my browser.

Anyway, mine:

Strength - 1

Perception - 1

Endurance - 1

Charisma - 8

Intelligence - 9

Agility - 4

Luck - 4

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Bonnie Clyde
 
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Post » Fri Nov 27, 2015 9:23 pm

Thanks, pretty cool little thing.

I would say Intelligence is useless for all and Perception is useless for those who won't use VATs but i am sure perks will require your SPECIAL stats.

Here is a http://i.imgur.com/tJjZKM4.jpghttp://i.imgur.com/tJjZKM4.jpgfrom reddit with some perks decoded, for example i won't use VATs and hence wanted set my Perception to one but there is Sniper perk which most likely requires Perception of 8.

If this perks influences a bullet spread outside VATs i will have to think how i want to approach to it.

Hi, will you be a support char relying on you companions?

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Charlie Ramsden
 
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Post » Fri Nov 27, 2015 11:24 am

Nah, I'll decimate raiders and deathclaws with my irrepressible wit and charm.

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Louise Lowe
 
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Post » Fri Nov 27, 2015 10:13 am

There may not be a level cap. like Skyrim it will go as far as you want your perks/skills? to take you. That is if it levels up Special every few levels or so.

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Honey Suckle
 
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Post » Fri Nov 27, 2015 3:12 pm

or intense training. It looks like we get more levels than before, makes sense as you now either will raise skill perk or the traditional fallout perks.

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Margarita Diaz
 
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Post » Fri Nov 27, 2015 9:11 pm

Strength - 2

Perception - 4

Endurance - 3

Charisma - 1

Intelligence - 7

Agility - 5

Luck - 6

it'll be an interesting game .

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Marilú
 
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Post » Fri Nov 27, 2015 7:47 pm

Without more information about perks (and skills, if they still exist), it's impossible for me to even speculate as to what my stats might look like. I'm one to envision an end-state for my character then go back and reverse engineer the sort of character that it would take to get there.

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kiss my weasel
 
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Post » Fri Nov 27, 2015 12:32 pm

I'm hoping there isn't. If there is a level cap, it'll be the first time I play a relatively low INT character.

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Amber Ably
 
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