Perk Prerequisites

Post » Thu Sep 02, 2010 12:28 am

Ah, wish I could do that. I had to throw out my backup grenades because 100 explosives plus perks wont fit. And doing less than the max weapon damage would bug me to much. But Im all for RP perks. Im taking both cannibals to explain my 1 charisma.
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Ash
 
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Post » Wed Sep 01, 2010 1:51 pm

If you have looked at the perk list, is anyone else's builds suffering from some of these prerequisite?
Example; my wily "Lee Marvin in Paint Your Wagon" survivalist only uses melee, mostly thrown weapons, yet to get the Heave Ho Perk I need a 30 in Explosives, which I didn't plan on taking for him. Another one; my gun slinging (Liberty Valance-esque) cowboy was going to be Guns, Unarmed (for bar room brawls), and Explosives (for dynamite), yet to get the Cowboy Perk, I need 45 in melee...


You, sir, get +3,000 points for referencing Lee Marvin and "Paint Your Wagon."

I take off my hat to you.
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lacy lake
 
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Post » Wed Sep 01, 2010 7:12 pm

You, sir, get +3,000 points for referencing Lee Marvin and "Paint Your Wagon."

I take off my hat to you.


Away out here they got a name
For rain and wind and fire...


But anyway, I too don't like seeing x weapon stat not being at a hard 100 towards the end of my builds play through.
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Alisha Clarke
 
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Post » Wed Sep 01, 2010 9:17 pm

Away out here they got a name
For rain and wind and fire...


But anyway, I too don't like seeing x weapon stat not being at a hard 100 towards the end of my builds play through.


They call the wind Mariah...
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Jodie Bardgett
 
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Post » Wed Sep 01, 2010 9:08 am

So no one else is upset that PACK RAT requires 70 barter? Secretly though I'm glad that they're making the barter skill useful. :blush:
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Victoria Vasileva
 
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Post » Wed Sep 01, 2010 1:29 pm

So no one else is upset that PACK RAT requires 70 barter? Secretly though I'm glad that they're making the barter skill useful. :blush:

Is it just me or will pack rat be more of a hardcoe perk, so ammo and food weighs less. I agree though...Barter? Alas I probably cant think of a build I would make that would use that except a survivalist or a big weapons user.
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BrEezy Baby
 
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Post » Wed Sep 01, 2010 11:24 pm

Is it just me or will pack rat be more of a hardcoe perk, so ammo and food weighs less. I agree though...Barter? Alas I probably cant think of a build I would make that would use that except a survivalist or a big weapons user.



Well when I suggested a packrat perk for fallout 3 waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay back before it came out I basicaly suggested what we now have here.

Because you have strong back to carry heavy things.. armor big guns. Pack rat is for small guys scroungers and junk dealers and such. Or at least thats what I thought back then. How to make it work that way was simple to me.

Have it make light items much lighter.. things under 1 lb I think was what I had. so a smart merchant of junk. I mean realy who the hell else would become a pacxkrat?

Now just because we have hardcoe mod and ammo has weight doesnt change things one bit.. A packrat is still at heart rp wise a junk merchant.. a dealer in small things of value.

Just like no matter how anytnhing else changes a pyromaniac is still someone who likes to watch things go boom ,
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Justin Hankins
 
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Post » Wed Sep 01, 2010 7:37 pm

So no one else is upset that PACK RAT requires 70 barter? Secretly though I'm glad that they're making the barter skill useful. :blush:


I'm thinking there will be a lot more utility in Barter than in previous games. I recall reading somewhere that, to get into New Vegas, you have to buy some sort of pass, or have sufficient credit. A high barter will make purchasing that pass much easier on the wallet.
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ijohnnny
 
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Post » Thu Sep 02, 2010 12:31 am

Is it just me or will pack rat be more of a hardcoe perk, so ammo and food weighs less. I agree though...Barter? Alas I probably cant think of a build I would make that would use that except a survivalist or a big weapons user.

I remember those 2 perks are like this because they want people to have a reason to choose barter as a main skill. Instead of it becoming more or less a dump skill.
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Jessie Rae Brouillette
 
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Post » Wed Sep 01, 2010 6:51 pm

I remember those 2 perks are like this because they want people to have a reason to choose barter as a main skill. Instead of it becoming more or less a dump skill.


ya, well those perks arent anywhere near good enough to waste ~50 of those now very precious skill points. did they ever think of that?
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R.I.p MOmmy
 
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Post » Thu Sep 02, 2010 12:59 am

At first glance I thought Packrat looked sweet, then I saw the Barter Req. and I said, forget that, dumping 4 Special points into Endurance (to 5) for Strong Back. passive boost to Survival is nice as well.

S: 6
P: 6
E: 5
C: 1
I: 8
A: 6
L: 8
Seems to be my sweet spot.

Tags
Sneak
Survival
Repair
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Annick Charron
 
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Post » Wed Sep 01, 2010 11:40 pm

I was planning on making a con-artist/master merchant/caravaner on a playthrough or two anyways so it just feels nice to have perks compliment that.
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Becky Cox
 
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Post » Wed Sep 01, 2010 8:38 pm

I was planning on making a con-artist/master merchant/caravaner on a playthrough or two anyways so it just feels nice to have perks compliment that.

Barter could replace repair if there's still merchants that can work on your gear.
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Johnny
 
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Post » Wed Sep 01, 2010 1:16 pm

Barter could replace repair if there's still merchants that can work on your gear.

There are, 100% also. But repair makes ammo.
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Chelsea Head
 
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Post » Wed Sep 01, 2010 11:58 pm

There are, 100% also. But repair makes ammo.

True, but you don't have to make you own ammo, you can sell the brass and stuff you collect at a higher price to merchants, hoping they have more than 400 caps this time around. Seriously. but that does remind me, since you brought up ammo crafting, there's a perk...

Hand Loader
When using Guns, you are more likely to recover cases and hulls. You also have all hand load recipes unlocked at any reloading benches.

Where do you attain recipes otherwise? anyone know?

Also

Friend of the Night
Your eyes adapt quickly to low-light conditions.

What does it do...in-game? O.o
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Chloe Mayo
 
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Post » Wed Sep 01, 2010 4:48 pm

Friend of the Night
Your eyes adapt quickly to low-light conditions.

What does it do...in-game? O.o


My guess is that you might take a penalty to hit targets at night or if it's dark indoors, and this perk helps negate that.
Or maybe you get a bonus to hit stuff when it's dark, if there is no penalty.
These are just guesses, though. :shrug:
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Beat freak
 
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Post » Wed Sep 01, 2010 2:09 pm

From that guide that's getting around there's a chem called Cat Eye that produces the same effect, so I guess it really is night vision.
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Victoria Vasileva
 
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Post » Wed Sep 01, 2010 1:25 pm

From that guide that's getting around there's a chem called Cat Eye that produces the same effect, so I guess it really is night vision.


So it's probably the answer to players asking for a light better than the Pip Boy gives off - things get brighter further away in the dark with this perk or that chem you mentioned.

Though, some have already asked that if this is the case, what's the difference between this and just cranking up the brightness on the game settings?
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Baylea Isaacs
 
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Post » Wed Sep 01, 2010 8:21 pm

From that guide that's getting around there's a chem called Cat Eye that produces the same effect, so I guess it really is night vision.

A chem called Cat's Eye? http://www.ajberbel.com/imagenes/geralt2.jpg ^_^
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Angus Poole
 
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Post » Wed Sep 01, 2010 3:39 pm

So it's probably the answer to players asking for a light better than the Pip Boy gives off - things get brighter further away in the dark with this perk or that chem you mentioned.

Though, some have already asked that if this is the case, what's the difference between this and just cranking up the brightness on the game settings?

I'm guessing they actively obscure things at a distance with darkness shaders and this nullifies them or increases contrast on everything. Just increasing brightness would make everything wash out. To sum up: they already thought of that.
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Rowena
 
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Post » Wed Sep 01, 2010 9:44 pm

I'm guessing they actively obscure things at a distance with darkness shaders and this nullifies them or increases contrast on everything. Just increasing brightness would make everything wash out. To sum up: they already thought of that.

That would be awesome. :thumbsup: Keeps the perk and the chem both useful.
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Gavin Roberts
 
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Post » Wed Sep 01, 2010 7:19 pm

Never really used chems because getting addicted was annoying, even after I got a house with the aid station.. the psycho or med-x here or there naturally but not much besides.
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James Smart
 
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