fellings about new perks system in skyrim

Post » Tue Jul 13, 2010 3:47 pm

Perks are what will define your character. In previous games, play one character long enough, everyone had 100 in all attributes, and 100 in all skills, with everyone having the same expertise perks, cool, my character can jump on water, well so could everyone else's.
The only differences were birthsign and race, and these were a limited choice, many birthsign powers being massively overshadowed by doomstones, and many racial abilities becoming obsolete, summon a ghost once a day at level 30?
With 50 perks out of 280, your end game character will be unique, even with all skills at 100. One obvious benefit to this is replay value, playing a thief or mage requires serious investment in perks, with other areas suffering, so you can play a new character totally different the second time.

Is it actually confirmed anywhere that some perks have skill requirements?
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Mrs. Patton
 
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Post » Tue Jul 13, 2010 10:45 pm

Right now perks system give many new possibility's in expanding RPG system for example
advantages and disadvantages, birth signs, unique starting perks, better specialization even without strict class system, starting equipment.
Well I will dislike perks system if it will have horrible implementation in game and if system will be hardcoded without possibility add something new or edit old ones
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Latino HeaT
 
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Post » Wed Jul 14, 2010 2:01 am

i say yes, they work great in fallout, they really help to add character and personality, no reason why they wouldn't work just as well in skyrim.

i'd also like to see something like the perception related mob-awareness thing, where enemies show up on your compass if they're a certain distance away, i'm not sure what attribute they would tune it to, but it doesn't make sense that the danger music let's you know something's nearby, and then you're left turning in circles like a gimp waiting for it to attack you.
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Flesh Tunnel
 
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Post » Tue Jul 13, 2010 10:55 pm

I like the Idea but I don't like calling them perks.
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Dagan Wilkin
 
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Post » Tue Jul 13, 2010 7:13 pm

I'm not sure what to think, fallout was a fun game- but i can't help but feel they are trying to mix the two. If done correctly it could be fun, but it could also devastate the game, just please don't force us to level up..
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Sista Sila
 
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Post » Wed Jul 14, 2010 4:43 am

I like the Idea but I don't like calling them perks.


A rose by any other name is just as sweet.
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Michelle Chau
 
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Post » Wed Jul 14, 2010 12:05 am

I really like it - looking forward to hearing more about the specific perks (although they might just let us find out about them on release I suppose). I'm hoping I'll have a really hard time choosing between different ones on level up. :happy:
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Tanya Parra
 
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Post » Tue Jul 13, 2010 7:15 pm

I really like them. They add much more customization to the character.
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maria Dwyer
 
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Post » Tue Jul 13, 2010 7:57 pm

For me I love the fact that youll have so many to choose from that youll never be able to pick them all,
this makes it more challenging when trying to pick them lol coz you all ways want whats best! :thumbsup:
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Michael Korkia
 
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Post » Tue Jul 13, 2010 11:38 pm

I was very sceptical, but now that I know it is not like the fallout perks I rather like the idea. What you choose will actually matter and it removes the skillpower from the skill number = Yay.
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Lisa
 
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Post » Tue Jul 13, 2010 7:21 pm

I think it should stay like in Oblivion...or Morrowind.
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Bethany Watkin
 
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Post » Tue Jul 13, 2010 9:10 pm

anything (allmost) is better than Oblivion
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Robert Jackson
 
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Post » Tue Jul 13, 2010 6:07 pm

On the fence with this ATM. Will need to see it in-game and the options available before I can decide whether it'll be good or not. My instinct tells me it's a good thing though.
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KRistina Karlsson
 
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Post » Wed Jul 14, 2010 12:15 am

I like the perk system and don't have much of a problem with it being called perks. It allows us to specialize our characters in certain weapons and gain new abilities.

However, I hope the perks' skill requirements don't end up forcing us to raise a single skill just so that we can get a perk at the next level, and not raise any other skills to prevent leveling up without meeting a certain skill requirement for a perk. Since we can't pump skill points in TES, raising skill levels to meet perk requirements could get quite tricky.
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Mylizards Dot com
 
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Post » Wed Jul 14, 2010 4:42 am

My main fear is that most perks will fall into the following categories:

-) thief / assassin
-) mage
-) warrior
-) fun (canibal, silent running etc.)

and hybrid characters (like battlemages, nightblades etc.) will be left out (because the would have to get nearly double the amout of perks to be viable). Hopefully Beth will implement a lot of perks for hybrid characters too.
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Makenna Nomad
 
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Post » Wed Jul 14, 2010 4:49 am

My main fear is that most perks will fall into the following categories:

-) thief / assassin
-) mage
-) warrior
-) fun (canibal, silent running etc.)

and hybrid characters (like battlemages, nightblades etc.) will be left out (because the would have to get nearly double the amout of perks to be viable). Hopefully Beth will implement a lot of perks for hybrid characters too.

Or just not as diversified, but more specialized in each path. Does that still make a fomidable character? A dualed kensai-mage in the Baldur's Gates was pretty devistating, but was only "half-leveled" compared to the organic classes.

ONtopic, I'll probably like the system. Just another set of rules to learn and manipulate :shrug:
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Shannon Lockwood
 
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Post » Wed Jul 14, 2010 6:19 am

I think I read somewhere that because of the removal of classes, Perks are what will define your character and who he/she is. If you wanted your character to be a master magican, you'd take perks increasing your magic skills and magicka, whereas if you wanted to be a stealthy assassin, you'd take perks increasing your stealth, and profiency with poisons and assassination, etc.
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Katey Meyer
 
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Post » Wed Jul 14, 2010 6:37 am

Or just not as diversified, but more specialized in each path. Does that still make a fomidable character? A dualed kensai-mage in the Baldur's Gates was pretty devistating, but was only "half-leveled" compared to the organic classes.

ONtopic, I'll probably like the system. Just another set of rules to learn and manipulate :shrug:


each skill has some perks to it its not class set perks
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Darren Chandler
 
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Post » Tue Jul 13, 2010 6:47 pm

great, i receive the with a big illusion, in oblivion when you raise ten levels of a skill for example blade was pretty frustating, you only obtain a simple and stupid increase of 1 point in the whole weapon stat atack, it doesnt has sense.
And talking about classes , to be honest i dont care, finally i was defined by my non-major skills, they were the ones that gave me +5 attributes upgrades and really strengths.
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Queen Bitch
 
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Post » Wed Jul 14, 2010 1:32 am

I want to play the game and see the perks in effect before I actually make a definite side. I voted "I like it" because it sounds great on paper.


You speak for me as well, BenDover. Lol. Such an hilarious screen name. :lmao:
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pinar
 
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Post » Tue Jul 13, 2010 11:09 pm

I like the system but I need more Info before I can say that it's good.
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Alexander Lee
 
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Post » Wed Jul 14, 2010 1:49 am

My main fear is that most perks will fall into the following categories:

-) thief / assassin
-) mage
-) warrior
-) fun (canibal, silent running etc.)

and hybrid characters (like battlemages, nightblades etc.) will be left out (because the would have to get nearly double the amout of perks to be viable). Hopefully Beth will implement a lot of perks for hybrid characters too.


Each skill has a tree of perks associated with them, thats how they are categorized.
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SamanthaLove
 
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Post » Tue Jul 13, 2010 10:36 pm

i just wish it were called "feat"
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Craig Martin
 
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Post » Wed Jul 14, 2010 3:33 am

Haven't seen how it works yet so "i do not know".
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Manuel rivera
 
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Post » Wed Jul 14, 2010 5:43 am

Im hoping for some awesome woodsmen/marksmen perks. I like it
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maria Dwyer
 
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