» 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.