fellings about new perks system in skyrim

Post » Wed Jul 14, 2010 2:31 am

The perk in Skyrim are very different from perks seen in Fo3, in Fo3 you have perks like cannibal. I really don't think vampirism will be a perk in the same way. I'm pretty happy with this new system, Oblivions system was very linear compared to Skyrims.
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Darren
 
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Post » Tue Jul 13, 2010 11:42 pm

Perks will define your character, and seperate your character from others for a more unique experience each playthrough.
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Eilidh Brian
 
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Post » Tue Jul 13, 2010 6:36 pm

One thing I liked about the Elder Scrolls was that you improved your skills by actually using them, which felt like the most natural approach to me.
Now you get to chose a random perk at levelup? Something you don't need to have any relation to? As if you've exclusively used your sword against your enemies and now you can just choose a magic perk out of the blue? No thanks, Bethesda. Way to ruin immersion for the sake of satisfying people with some artificial reward for leveling up.

In short, I don't like the theory behind this perk system at all.
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Floor Punch
 
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Post » Wed Jul 14, 2010 9:41 am

One thing I liked about the Elder Scrolls was that you improved your skills by actually using them, which felt like the most natural approach to me.
Now you get to chose a random perk at levelup? Something you don't need to have any relation to? As if you've exclusively used your sword against your enemies and now you can just choose a magic perk out of the blue? No thanks, Bethesda. Way to ruin immersion for the sake of satisfying people with some artificial reward for leveling up.

In short, I don't like the theory behind this perk system at all.



Wow, that is not how it is being implemented at all. The Perks are limited to the ones that effect skills you level. Although if it was the other way around the old saying, '"No one is forcing you to put skills/perks/whatever into skills you do not use." applies here... I think.
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carrie roche
 
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Post » Wed Jul 14, 2010 8:57 am

Wow, that is not how it is being implemented at all. The Perks are limited to the ones that effect skills you level. Although if it was the other way around the old saying, '"No one is forcing you to put skills/perks/whatever into skills you do not use." applies here... I think.


And you're basing that on which official statement that you're going to quote for me? Please?
I should have seen that one coming: "Don't like it, don't use it." aka "Why bother creating a game that's coherent? It's your duty as a player to adapt."
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Charity Hughes
 
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Post » Tue Jul 13, 2010 10:11 pm

And you're basing that on which official statement that you're going to quote for me? Please?
I should have seen that one coming: "Don't like it, don't use it." aka "Why bother creating a game that's coherent? It's your duty as a player to adapt."


the perk-system bolsters skills you level. they aren't random.

Oblivion even had them, the difference now is that you can select your own they make a cooler impact.
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Brentleah Jeffs
 
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Post » Wed Jul 14, 2010 8:05 am

And you're basing that on which official statement that you're going to quote for me? Please?
I should have seen that one coming: "Don't like it, don't use it." aka "Why bother creating a game that's coherent? It's your duty as a player to adapt."


The Game Informer podcast with Todd Howard where he said that the perks are tied to skills
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Alada Vaginah
 
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Post » Tue Jul 13, 2010 6:23 pm

skyrim's combat style should be better than the previous elder scrolls games.
i love the elder scrolls series but the combat just doesn't please me, it should have more stunning move like jumping, stabbing, counter attack, and some epic finishing moves which you can upgrade when you level up instead of just swing, swing and swing like oblivion, it's kinda boring
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Travis
 
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Post » Wed Jul 14, 2010 4:31 am

I like it. Something had to be changed to make the specializations feel and play different. They might add a lot of replayability with all the possible different character builds.
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Auguste Bartholdi
 
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Post » Tue Jul 13, 2010 6:07 pm

I'm really happy about the perks, makes getting to that next level more fun. just hope the are better than fallouts since most I had no interest in them and didn't do anything I wanted .
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Janeth Valenzuela Castelo
 
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Post » Tue Jul 13, 2010 5:59 pm

I love the [concept of a] perk system for Skyrim. Skills are a great way to represent a character's general proficiency at something, but specific abilities, traits, and specialisations can only really be handled with perks or like system.

People might forget that Oblivion had perks too - it's just that they were automatically-granted, and few. Likewise, Morrowind's birthsigns were essentially [the game's only] perks. I think it's imporant to look at them as an aspect of character progression and not as "perks == Fallout". If someone could design a system that fulfils the same role in character advancement as perks, without simply being perks by a different name, I'd be very interested to see it.
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Emma Copeland
 
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Post » Wed Jul 14, 2010 9:50 am

I don't know since I can't play the game yet. Wait and See.

I enjoyed the Fallout 3 perks system, so if it is a somewhat a mixed between TES traditional system and Fallout 3 system, it might end up interesting :)
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Calum Campbell
 
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Post » Wed Jul 14, 2010 5:43 am

I'm undecided.

It really depends on how it is implemented...
the "right" perks could be game breaking and the system itself could kill immersion.

but if done well.
should be epic :D
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RaeAnne
 
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Post » Wed Jul 14, 2010 4:04 am

My concern is that I don't know how much a perk will affect the character. In Fallout 3, it didn't seem like they did much -- although I could have missed something.
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Steven Nicholson
 
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Post » Wed Jul 14, 2010 2:15 am

A perk-based system could be really good, so-so, or really bad. It all depends on how it's implemented.

The "mandatory" auto-perks in Oblivion made the characters even more "cookie cutter" similar. You got a perk at 25 skill, another at 50, etc., whether they made any sense for your character or not. The effects of the perks for Blades were identical to those for Blunt, so your preferred weapon skill was almost entirely a visual distinction. From a RP viewpoint, there was no MEANINGFUL choice. Many of the other perks (like suddenly going from normal damage to taking NO damage to your shield, or your armor suddenly becoming weightless) were ridiculous and gamey, or downright silly.

Fallout 3 relied more heavily on perks, and a few were well implemented, but others were even more "far out" and bizarre than those in OB. I really don't want to see that grafted into TES, in place of Attributes. Granted, Attributes had their own issues, but several popular mods (such as GCD and MADD Leveler for Morrowind, and nGCD and Kobu's for OB) altered it into a much easier to "just play and forget about it" kind of system that the games should have had in the first place.

I guess we'll see after 11/11/11.
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Connor Wing
 
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Post » Wed Jul 14, 2010 5:59 am

It sounds good but I can never be sure until I've actually played it. So for now at least, I do not know.
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kevin ball
 
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