for any one who is worried about perks in TESV

Post » Sat Feb 13, 2010 9:56 pm

Some people seem worried about different aspects of game play that have been introduced to gamesas games since oblivion. Now, I don't take it very seriously when some one tries to convince me that VATS is going to be in TESV because its not to be taken seriously.

There has been some rumbling about perks in V since FO3 came out, but you may or may not have noticed in oblivion that there actually were perks. THey just didn't appear in a list that you selected from. Instead, your character automatically received perks once skill levels increased past 25, 50, 75 etc. Example: acrobat skill once after a certain point, cant remember what level off top of head, allowed you to use dodge moves like side rolls and back flips. So, TES had perks before FO3 came out, so there really isn't any thing un elderscroll like about perks.
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Wanda Maximoff
 
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Post » Sun Feb 14, 2010 12:57 am

Some people seem worried about different aspects of game play that have been introduced to gamesas games since oblivion. Now, I don't take it very seriously when some one tries to convince me that VATS is going to be in TESV because its not to be taken seriously.

There has been some rumbling about perks in V since FO3 came out, but you may or may not have noticed in oblivion that there actually were perks. THey just didn't appear in a list that you selected from. Instead, your character automatically received perks once skill levels increased past 25, 50, 75 etc. Example: acrobat skill once after a certain point, cant remember what level off top of head, allowed you to use dodge moves like side rolls and back flips. So, TES had perks before FO3 came out, so there really isn't any thing un elderscroll like about perks.

It's not those perks people are worried about

But perks like fallout 3 where you pick one every level that people are worried about
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Crystal Birch
 
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Post » Sun Feb 14, 2010 2:23 am

Exactly, I've this before as well because people seem to forget this. Either way though they shouldn't change it now, just keep it how it now unless they change the combat.
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Marine x
 
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Post » Sun Feb 14, 2010 1:41 am

It's not those perks people are worried about

But perks like fallout 3 where you pick one every level that people are worried about


Yeah, I get that, and thats exactly what is different about Fallout and the elderscrolls genres. Fallout leveling system is more of picking your favourite skills to raise them. the elderscrolls you simply level up your skills by using them, imo its more dynamic that way. I trust that gamesas wouldn't suddenly start cherry picking the mechanics of other peoples games and replacing their own. It is their baby after all.

Besides, I think if it weren't for the fact that it would have been alienating to those who played FO games previous to FO3, gamesas would have simply used their own skill system instead of the traditional FO system of leveling.
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Jani Eayon
 
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Post » Sun Feb 14, 2010 6:41 am

Bethesda used to have one brand and now they have two. I don't see them merging the defining characteristics of one brand with the other.
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Laura Richards
 
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Post » Sun Feb 14, 2010 12:12 am

Bethesda used to have one brand and now they have two. I don't see them merging the defining characteristics of one brand with the other.


This.
exactly, if thy merged the two they wouldn't be able to sell either or titles as much. they would loose money by doing that.
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Logan Greenwood
 
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Post » Sun Feb 14, 2010 6:42 am

I hope they Oblivion style perks stay. They don't have to be exactly the same as Oblivion, but getting an additional perk every 25 levels of a skill was a great reward for getting the next rank.
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SUck MYdIck
 
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Post » Sat Feb 13, 2010 4:21 pm

The only way I'd accept something like that is traits when you make a character. Though, that's not so new to the Elder Scrolls series.
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Ruben Bernal
 
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Post » Sat Feb 13, 2010 10:16 pm

I also heard a rumor that the new game will be set in Alaska.
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Breautiful
 
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Post » Sun Feb 14, 2010 7:17 am

The issue I had with perks in OB is that every character got the same perk when that skill reached a certain level. It wasn't a choice to specialize in "A" or "B", it was mandatory that every character got "A". That left every character feeling too much like every other character, and I didn't like it. FO3 at least gave you a choice, even if the game itself relied too heavily on those perks instead of skills. "Perks" weren't an inherently bad idea, but the "mandatory perks" in OB were.
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James Rhead
 
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Post » Sat Feb 13, 2010 5:51 pm

I really liked the perks every 25 skill points in Oblivion. It felt very rewarding and satisfying to have those mensages coming up.
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Alkira rose Nankivell
 
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Post » Sun Feb 14, 2010 7:30 am

I agree. I loved it when those msgs came up. I would work my butt off to get to those points just for that msg.
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ONLY ME!!!!
 
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Post » Sun Feb 14, 2010 6:00 am

I do love http://www.gamesas.com/index.php?/topic/1107940-perks-they-can-make-each-play-through-a-unique-experience and the great opportunities that they give us for character customization, if used wisely.

And I would not mind to watch a few cinematic slow-motion reviews of the way that we killed some significant foes.

Edit: Especially if they implement some final kill moves for each type of weapon, and each group of monsters.
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Eric Hayes
 
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Post » Sun Feb 14, 2010 5:32 am

I'd prefer Fallout-style perks, for a few reasons:
1) Two characters can have the same skillset, while having different perks. This means they can focus on different aspects of the skill, reducing the need for multiple similar skill. For example, if Perks can push one Blunt character towards mastering Maces and another toward giant Battleaxes, the fact that the skills were combined is less of a problem.

2) You can still add skill requirements for perks, as was the case in Fallout

3) You can have perks that are tied to attributes, to multiple skills, to Guild Rank, or to nothing at all.

4) For some skills, there are more than 4 good ideas for perks. For some skills, there are less. When perks are rigidly tied to skills, the devs will feel pressured to make weird or ridiculous perks to hit the right number, or drop good perk ideas because they can't come up with enough for other skills. Worse, they might feel that they need to gimp a skill so that they can give you some of the functionality back as a perk. When there's no fixed perk number per skill, they can just add the perks that serve gameplay, not some numerical quota.
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Robyn Lena
 
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Post » Sat Feb 13, 2010 9:12 pm

I'd prefer Fallout-style perks, for a few reasons:
1) Two characters can have the same skillset, while having different perks. This means they can focus on different aspects of the skill, reducing the need for multiple similar skill. For example, if Perks can push one Blunt character towards mastering Maces and another toward giant Battleaxes, the fact that the skills were combined is less of a problem.

2) You can still add skill requirements for perks, as was the case in Fallout

3) You can have perks that are tied to attributes, to multiple skills, to Guild Rank, or to nothing at all.

4) For some skills, there are more than 4 good ideas for perks. For some skills, there are less. When perks are rigidly tied to skills, the devs will feel pressured to make weird or ridiculous perks to hit the right number, or drop good perk ideas because they can't come up with enough for other skills. Worse, they might feel that they need to gimp a skill so that they can give you some of the functionality back as a perk. When there's no fixed perk number per skill, they can just add the perks that serve gameplay, not some numerical quota.


I agree with everything you say, but Fallout is Fallout. And The Elder Scrolls is The Elder Scrolls. They should keep the same system instead of copying from another game. A lot of Fallout fans would complain and a lot of critics would too.
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Kelly Upshall
 
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Post » Sat Feb 13, 2010 9:10 pm

I agree with everything you say, but Fallout is Fallout. And The Elder Scrolls is The Elder Scrolls. They should keep the same system instead of copying from another game. A lot of Fallout fans would complain and a lot of critics would too.


So despite agreeing with the feasibility of this on helping to providing specialization within a skill category, you still don't want it on account of purity?
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DAVId MArtInez
 
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Post » Sat Feb 13, 2010 8:35 pm

You're not going to earn "Perks" in TESV with tongue-in-cheek titles like Bloody Mess or Lead Belly. I see no reason why Bethesda couldn't just implement a Neverwinter-esque feats system...it wouldn't harm the gameplay in any way. So long as it's finely balanced, it would do nothing more than add to character variety. But, I agree with previous statements saying that TES already employs perks...in the form of racial bonuses, star signs, and skill milestones.

That being said, I see no reason why TES should suddenly change up its systems like that. They're desperately in need of balance, sure, but not a complete facelift. I love Fallout's character progression - I daresay it's superior to TES in that respect - but I still want to feel like I'mm playing two different games.
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Siidney
 
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Post » Sat Feb 13, 2010 6:54 pm

I would like to see something other than stats from level ups... they arent really that interesting. Perks or character effects choices at leveling would further allow you to customize your character and add more replay value. Stats should go up auto will skill use as an added bonus, slower though as many skills use same stat type.
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Manuel rivera
 
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Post » Sat Feb 13, 2010 11:58 pm

So despite agreeing with the feasibility of this on helping to providing specialization within a skill category, you still don't want it on account of purity?


Sorry if it is confusing. But what I meant is that I agree that Fallout perk system is better, but it should stay in Fallout.
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Anna Beattie
 
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Post » Sat Feb 13, 2010 6:35 pm

I don't even see perks as a negative thing... *shrug*
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Jessica Colville
 
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Post » Sun Feb 14, 2010 3:14 am

So despite agreeing with the feasibility of this on helping to providing specialization within a skill category, you still don't want it on account of purity?

Woah, I think I got my user name ninja'd
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Monika
 
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Post » Sun Feb 14, 2010 8:44 am

Sorry if it is confusing. But what I meant is that I agree that Fallout perk system is better, but it should stay in Fallout.


So the answer is "yes", in that you oppose a potentially good idea solely on the basis of "purity".
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Madison Poo
 
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Post » Sun Feb 14, 2010 2:15 am

Why not have both skill perks and level perks? I want a lot more skills, and I want capped skills.
Major skills in your specialization - 10 times slower to increase in, capped at 100, master.
Major skills not in your specialization - 20 times slower to increase in, capped at 99, expert.
Minor skills - 50 times slower to increase in, capped at 74, journeyman.
Misc skills - 100 times slower to increase in. Yeah, bring back misc class if more skills. Capped at 49, apprentice.
N/A skills - impossible to raise. Only if there are a significant increase in number of skills. Capped at their starting level.

Skill perks should still be highly constrained to the skill itself. Anything else wouldn't make sense.
Level perks should have misc requirements. Anything from skills, level, diseases you've had, fame, infamy, you name it.
This could then grant you access to perks that would otherwise not be available.
Or they could be designed to remove annoyances, or give you spells exceeding greater power spells, that never fizzles.

If I had to choose, I'd say go with the current system.
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Cccurly
 
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Post » Sat Feb 13, 2010 11:52 pm

I don't see why people are worried. Two different franchises...why would they be the exact same? Breathe, people.
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sarah simon-rogaume
 
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Post » Sat Feb 13, 2010 4:46 pm

I agree with everything you say, but Fallout is Fallout. And The Elder Scrolls is The Elder Scrolls. They should keep the same system instead of copying from another game. A lot of Fallout fans would complain and a lot of critics would too.


TES is TES, but the TES character advancement system has changed with each game (advantages and disadvantages were in DF, birthsigns were introduced in MW, perks were introduced in OB). I don't like the FO method of perks because it's like FO, I like it because it happens to coincide with the way I would have done OB if it was up to me. I was hoping for a system like that in TES5 before I ever played FO3.
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Lucie H
 
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