» Wed Sep 01, 2010 11:12 am
I am completely confuzzled at this point. Until I can actually play the game and see how things pan out, it's all just blowing smoke.
This isn't a complaint, I realize I am in a small minority of players that don't use Power Armor or Companions, and thus the attribute/skill/perk adjustments were not aimed at me. So I'll play through once the way the Dev's want, then mod the game to fit my style.
I'm really, really hoping that points in the game that absolutely require you to have a Companion are few and far between.
But some basic stuff (This is based on FO3 experience obviously, some of it will probably not apply in F:NV, hard to say):
Pick a single weapon type as a Tag.
Guns are probably going to be the best bet* because of the scarcity of Energy Weapons and the better Explosives. Since Heavy Guns have been rolled in with Guns, Energy, or Explosives, there's always going to be an option for heavy artillery. *Of course the scarcity of Energy Weapons and Rockets and whatnot may be different now, so that Energy would be more viable from the start. Explosives also determines the effectiveness of Mines and Grenades, so while I personally don't Tag it, I try to sink points in it when I can.
When in doubt, take Repair.
Aside from the fact that it's great for helping keep your inventory under control, it's also great for making sure you don't end up facing off against a Deathclaw in your underwear (busted armor) and wielding a Tire Iron (busted Gun). In NV this is also the skill that governs Ammo making, so it's even better; Not only are your weapons in tip top shape, but you're much less likely to run out of ammo.
Either Lockpicking or Science are good choice for either a Tag skill, or a favored secondary skill.
It's difficult to raise both effectively, but either one can get you into closed off areas, access nice loot, or provide alternate quest options. With Hacking, you can also take control of Turrets and so on, which is nice if you are playing a less combat inclined character. Science also offered numerous alternate quest options throughout the game, I'm assuming it will be the same. Lockpicking = great immediate benefits and all around utility, Science = decent immediate benefits and utility, great long term investment. Mileage may vary here of course. **Also worth noting that Science is now the skill that allows crafting weapons, so if you want to build your own Junk Guns and whatnot, this is going to be a priority.
Medicine.
While it may seem a good choice, and obviously it is (and probably will be in NV) a pre-req for some perks, Medicine is really only useful early on, for increasing the effectiveness of Stimpacks. My opinion, of course, but it seems that the more points you stick in it, the less of a good investment those points become. It does offer some useful quest and dialogue options, and I assume it will be the same for NV.
Speech
Always useful, the speech challenges can give some interesting options, rewards or even just information. I usually favor this is a secondary. If you just want to play as a death machine, safe to skip. After all, the dead really don't have much to say.
Sneak
Almost always one of my Tag skills, Sneak is great if you are playing any kind of light armor, high damage glass cannon type of character. If you are planning on playing a Power Armored character running around with Miniguns and Gattling Lasers, you can safely skip this. That said, if used well, Sneak is one of the more powerful skills in the game. It allows you to set up combat in your advantage via scouting and traps, or flat out avoid it if the situation looks a little too hairy for you. It also allows you to pick pockets and put hand grenades and mines in peoples pants, which is nice. Sneak Attacks are also an auto crit, which is great.
Barter
A solid skill, but limited in it's usefulness. I generally sunk points in this as a third tier skill (tag, favored, third, don't care). If your primary concern is surviving in the wasteland and you're having a rough go of it, you can definitely spend those points elsewhere.
Melee
Not my cup of tea, but it's always a good idea to carry a decent melee weapon. Inevitably falls into my Dont Care area of skills, but thats just me. If you want to make a pure melee character, obviously this is going to be your weapon tag choice.
Survival
Apparently this is going to be more or less necessary if playing on hardcoe mode, though it does look useful for any game. This is the skill that allows you to craft at Campfires, Food, Poisons, Healing Powders and so on. Definitely plan on giving this a look, as the food in FO3 svcked.
Random thoughts, your mileage may vary on all of those of course. Anything I forgot...I'm eating.