FNV S.P.E.C.I.A.L. cap?

Post » Thu Sep 02, 2010 12:28 am

I know you can only bring a special up to 10, but, if you get an implant or wear an item that would bring it over 10, will it be over 10 this time? (guessing no)


Will you get retro-active skill points for increasing your Intelligence? I am pretty sure the answer is no, but it is kinda bothersome to have to miss out on extra skill points, pump Intel to 10 and start and waste an implant, or rush to implant at start of game.

Another related question. Are implants limited so that you are not punished for having 10 Intelligence at the start of the game? Meaning you can only have 3 or so implants spread out over all the special?

Also, I know that these questions are kinda silly to ask when the game is almost out. If you feel this way, instead of posting a reply to me, post a Bill Murray themed character that you would like to make in FNV, with full special, traits, and perks. (pref groundhog day)
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YO MAma
 
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Post » Wed Sep 01, 2010 2:44 pm

At this point do we know much about implants being in the game? I assumed there would be some, but this is the first I'm hearing about limits on how many, implying there are a great deal of them... Other than the CYBORG perk in 3, I only remember one other in the combat wiring that you got from The Replicated Man quest.... There were a few others in the older games, but never enough that you were gonna max out, iirc.
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Flash
 
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Post » Thu Sep 02, 2010 12:46 am

I'm sure you could get over ten, because if you couldn't there'd be no point in wearing clothes :unsure2:
Ex: Say you have on a Lab Coat with 10 Intelligence, that would be of no use to you. So because it's of no use, you would ignore all of the items that are related to intelligence. And I'm sure Obsidian/Bethesda want you to put everything to use.
Oh yeah :fallout:
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Tanya Parra
 
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Post » Wed Sep 01, 2010 12:22 pm

Yeah, I think it was from the guy posting the info he got out of the FNV guide. I think he said that there was a +1 implant for each special.

Was wondering if it was either BS or limited, as to not punish someone for putting 10 in a special at the start of the game. Like if you can only have 2 or 3 implants max, then 10 intelligence at start would not be a waste.
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Britney Lopez
 
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Post » Wed Sep 01, 2010 10:20 am

I'm sure you could get over ten, because if you couldn't there'd be no point in wearing clothes :unsure2:
Ex: Say you have on a Lab Coat with 10 Intelligence, that would be of no use to you. So because it's of no use, you would ignore all of the items that are related to intelligence. And I'm sure Obsidian/Bethesda want you to put everything to use.
Oh yeah :fallout:



I'm pretty sure stats max out at 10. Clothing and chems confer temporary bonuses, and while the do stack, they can't raise a stat over 10.

I just verified it. Thanks to the Stealth Armor headgear bug, I was able to wear four hats at once, each giving +1 to perception, my character's unmodded Perception is 7. 7+4=11, yet his perception stat was only 10.
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MatthewJontully
 
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Post » Wed Sep 01, 2010 9:51 am

Do we really need another reason people can say, "oh it's waaaaaaaay to easy, I can beat it with my eyes closed now"
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Kayla Bee
 
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Post » Wed Sep 01, 2010 10:22 am

I'm pretty sure stats max out at 10. Clothing and chems confer temporary bonuses, and while the do stack, they can't raise a stat over 10.


If you look at the traits perks that influence stats directly, you'll see that they have stipulations on them that make them not take a stat over 10. Small frame, for example, requires an agility below 10. Four eyes requires the same for perception, weapon handling the same for strength (although if your strength was 9 you should just take intensive training instead), etc.
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Josephine Gowing
 
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Post » Wed Sep 01, 2010 7:42 pm

I honestly have no idea. It doesn't really apply to me either way. I am letting my base S.P.E.C.I.A.L. stay the same throughout the game unless a quest perk gives me an enhancement. I have done this for the originals and Fallout 3.



By the way, I think Intense Training is confirmed. And if that is in game, and you can also get implants, then that will leave you with quite a bit of SPECIAL points. Pretty much solidifies my no-extra SPECIAL policy.
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scorpion972
 
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Post » Wed Sep 01, 2010 8:41 pm

Yeah, I think it was from the guy posting the info he got out of the FNV guide. I think he said that there was a +1 implant for each special.

Was wondering if it was either BS or limited, as to not punish someone for putting 10 in a special at the start of the game. Like if you can only have 2 or 3 implants max, then 10 intelligence at start would not be a waste.


As far as I can remember, every single Fallout game, 1, 2, and 3 (not counting Tactics) has always had 10 as the hard cap for any SPECIAL stat. There was no possible way to ever get it higher than that. So my guess is that, yes, if you do plan on getting implants but you already have a 10 in that stat, it won't be able to go any higher. Now, how MANY implants you can get at once, I have no idea.
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Loane
 
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Post » Wed Sep 01, 2010 9:06 pm

Well my main reason in posting, is that, I did not like how Fallout 3 made you feel obligated to run straight to rivet city or be gimped.

With a few number of skill books existing now, they are not much of a problem.

I would rather not feel obligated to rush to a +1 Intelligence implant or be gimped.

That kinda thing is bothersome to me.
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Damian Parsons
 
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Post » Wed Sep 01, 2010 8:27 pm

I honestly have no idea. It doesn't really apply to me either way. I am letting my base S.P.E.C.I.A.L. stay the same throughout the game unless a quest perk gives me an enhancement. I have done this for the originals and Fallout 3.



By the way, I think Intense Training is confirmed. And if that is in game, and you can also get implants, then that will leave you with quite a bit of SPECIAL points. Pretty much solidifies my no-extra SPECIAL policy.



If it's any consolation, Intense Training takes up a perfectly good Perk, which you get only every other level now, and the implants I hear cost an arm and a leg.
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Far'ed K.G.h.m
 
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Post » Wed Sep 01, 2010 9:52 am

Well my main reason in posting, is that, I did not like how Fallout 3 made you feel obligated to run straight to rivet city or be gimped.

With a few number of skill books existing now, they are not much of a problem.

I would rather not feel obligated to rush to a +1 Intelligence implant or be gimped.

That kinda thing is bothersome to me.


I don't like that either. But that's the way it's always worked since Fallout 1. It was even worse in Fallout 1 and 2 because the amount of extra health (hit points) you got per level wasn't set like it was in FO3 (10 per level) - it was based on a formula. You could only get more health with more Endurance, and if you managed to improve Endurance later on, you did not retroactively get the hit points you missed from all the levels you got previously. :(
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Tyler F
 
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Post » Wed Sep 01, 2010 10:10 pm

Well my main reason in posting, is that, I did not like how Fallout 3 made you feel obligated to run straight to rivet city or be gimped.

With a few number of skill books existing now, they are not much of a problem.

I would rather not feel obligated to rush to a +1 Intelligence implant or be gimped.

That kinda thing is bothersome to me.


There's a difference between being "gimped" and min/maxing your character. Yeah, if you want to squeeze out every last advantage in the game you're going to dash for Rivet City as soon as you can, but it's not like your character is permanently impaired if you don't get that +1 INT until level seven or eight. FO3 has plenty of other ways to max out skills.
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Ladymorphine
 
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Post » Wed Sep 01, 2010 3:10 pm

If it's any consolation, Intense Training takes up a perfectly good Perk, which you get only every other level now, and the implants I hear cost an arm and a leg.


Yeah I realize, I just want my SPECIAL selection to mean even more than it already does.
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Gemma Woods Illustration
 
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Post » Wed Sep 01, 2010 9:41 pm

I'm pretty sure I heard or read somewhere that +1 specials will only take effect if you have 9 or less.
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NO suckers In Here
 
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Post » Wed Sep 01, 2010 4:11 pm

If i remember correctly, on fallout 3 it would say 10(+) and the something with skills, it would say 100(+) or if u had an negative effect it would say 100(-)

Correct me if im wrong, i would think it would follow that
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Sherry Speakman
 
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Post » Wed Sep 01, 2010 2:48 pm

There's a difference between being "gimped" and min/maxing your character. Yeah, if you want to squeeze out every last advantage in the game you're going to dash for Rivet City as soon as you can, but it's not like your character is permanently impaired if you don't get that +1 INT until level seven or eight. FO3 has plenty of other ways to max out skills.


Yeah, its just, I am one of those people that like to make a lot of character builds. I usually plan them out somewhat, then play through the game.

Limiting implants or making skill points retroactive... or even removing the intel implant, would make the game much more min/max friendly.
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Daramis McGee
 
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Post » Wed Sep 01, 2010 8:43 am

What's the minimum limit? 1?

Do you get +SPECIAL points automatically every few levels without perks? I can't remember if FO3 did this?
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Charlotte X
 
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Post » Wed Sep 01, 2010 2:03 pm


Limiting implants or making skill points retroactive... or even removing the intel implant, would make the game much more min/max friendly.


It's all part of the balancing act. Making it easier to min/max a character indirectly antagonizes the "this game is WAY too easy" faction of the fractured Fallout fan base.
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JD FROM HELL
 
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Post » Wed Sep 01, 2010 9:58 pm

It's all part of the balancing act. Making it easier to min/max a character indirectly antagonizes the "this game is WAY too easy" faction of the fractured Fallout fan base.



Nah, I do not mean making it easier to min/max. I meant make the game less bothersome for someone who feels the need to min/max.

Like, if there is no way to increase intelligence other than SPECIAL placement and perks, then there is no need for someone who likes to min/max to feel gimped by not rushing for an implant and starting with 9 intelligence, when they really just wanted to start with 10.
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Amiee Kent
 
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Post » Wed Sep 01, 2010 3:15 pm

Nah, I do not mean making it easier to min/max. I meant make the game less bothersome for someone who feels the need to min/max.

Like, if there is no way to increase intelligence other than SPECIAL placement and perks, then there is no need for someone who likes to min/max to feel gimped by not rushing for an implant and starting with 9 intelligence, when they really just wanted to start with 10.

Min/maxing is always bothersome. I remember one game I leveled a mage to 30 with just a staff attack so I could spend the points on a higher tier.

Lets say you take 10 levels to get your 9+1 intel. You miss out on 5 skill points. Thats not enough to damage a build. And leveling is supposed to be much slower this time. So dont worry about it.
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Sammygirl
 
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Post » Wed Sep 01, 2010 6:25 pm

Just checked the F2 wiki and those implants had no limit. But there were only 4. I also heard the FNV implants get extremely expensive, but no specifics. My guess is they will increase in price each time you buy one.
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Roberta Obrien
 
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Post » Wed Sep 01, 2010 2:15 pm

Considering that in Fallout 3, and I'm pretty certain, Fallout 1 and 2 as well, it was impossible to go over the cap even with items that increase your stats, I'm guessing that the same will be true for New Vegas, I wish they'd change that, though, it really doesn't make much sense, why would power armor suddenly magically stop enhancing your strength just because you hit an arbitrary limit on it? I understand capping the base stat you can have, of course, but not letting one get past that limit even with items just seems stupid. Plus, it makes it so that stat increasing items are utterly meaningless if a stat is already maxed. Some might argue that it's set the way it is for balance reasons, but that logic assumes that Obsidian would balance the game with the assumption that players will NOT use items to increase their stats beyond ten, which makes no sense, if players can do that, then one would expect the designers to take it into account with game balance. And besides, it's not like you could infinitely increase your stats. The amount you could increase any stat to would be limited by what stat increasing items exist, so in the end, how high you could get your stats would be limited, it's just that then, you might actually have a reason to sacrifice points from stats you have less need for to raise ones you will need to 10 instead of 9 since items that increase your stats will still be useful even if you have ten in a stat. But obviously, it's too late to make changes like this to the game now.

Just checked the F2 wiki and those implants had no limit. But there were only 4. I also heard the FNV implants get extremely expensive, but no specifics. My guess is they will increase in price each time you buy one.


Well, if we go by Fallout 3, and in fact, most RPGs I've played, the price won't be much of a problem in the long run, especially when you consider that for an unspecified high price you can gain a permanent increase to a certain stats, so if there isn't some other limitation on them besides price, I'm not sure how much difference it will make.
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Vicki Blondie
 
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Post » Wed Sep 01, 2010 10:34 am

it really doesn't make much sense, why would power armor suddenly magically stop enhancing your strength just because you hit an arbitrary limit on it?


You could think about it as the mechanical limit of sorts (as well as the human limit). With a strength of 10 you are as strong as humanly possible and as strong as the PA can mechanically be, and thus it can't buff you beyond its own limits.

It is the players choice to max a stat out and loose the statboosting benefits of certain items. The item benefits are there for those who do not max out those certain stats.
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Saul C
 
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Post » Wed Sep 01, 2010 11:31 pm

That is how it goes. The consequence of making the "All 100" character impossible is to usher in the age of the "Min-Max" character. The excessively high strength requirements for many weapons is also going to encourage the use of "Min-Max" characters even more.

Using a "Min/Max" character in FO3 was unnecessary. Only the newbies, or those that couldn't be bothered to learn the game, did this.
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Eduardo Rosas
 
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