That's one of the reasons why I suggested the level 99 cap, have it high enough that people will keep playing but also have a cap that way we can't get all the perks.
That's one of the reasons why I suggested the level 99 cap, have it high enough that people will keep playing but also have a cap that way we can't get all the perks.
Even with the legendary system it was effectively impossible to get every perk in Skyrim without spending a MASSIVE amount of time exploiting.
To get all 250 perks in the game, one would have to legendary every skill like 9 times, and a few 10 times, and there just isn't that much content in the game.
Unless you spent what amounted to literally DAYS of using exploits to raise certain skills to 100 over and over again, you couldn't get every perk.
So long as they keep the level progression in a similar state in Fallout 4, I don't think they need a level cap.
Ha! I was thinking of a system where perks were organized in "banks" by SPECIAL. No level cap would be awesome, especially if there are way more perks (and they could incorporate stricter perk requirements as a result of that, too). To be honest though, I've always had the problem that by the time I reach the cap (or I guess in this case, get the endgame perks) there's very little game left to play with them.
Maybe my prediction that they'd scrap skills an leave us with SPECIAL and more perks was correct. That would be interesting.
One thing they might do is create a system to respec your character. Maybe a max-level perk that lets you re-select all of your perks right then and there, or a perk that removes them all and sends you back to level one with a fat bump in XP rate.
I don't mind the perk and level cap myself. What I hope they do is change the leveling system itself. I hate how in almost every Fallout playthrough I have, I always end up maxing out the majority of my skills simply because I am forced to put points into skills every level... I rather just level up skills naturally by using them and allow skill levels determine the player's level... (This also could keep the player from becoming too powerful in a certain set of skills at a low level).
I think the Logan's Loophole trait was a great add for the people who don't want to become an overlord. I, want to be that overlord. I'm only going to play the game once or twice through. I've only got one PT in F3 and 3 characters in NV that are in various states of completion.
I'd be happier with a perk every other level, much the same as New Vegas. However, a trait which limits that to once every third level might not be such a bad idea. Maybe tie that into a hard level cap, at say maybe 30. It'd certainly go a long way in keeping us from becoming too overpowered. Might also have the effect of forcing us to choose our perks a little more carefully.
I'd really like them to balance the game around getting a perk each level, myself. Leveling in the other Fallout games just isn't as much fun for it.
I would like level 30-40. Skills go up to 200. Many more specialized perks (ie; a few more for shotgun) and organized into categories like offense/defense/skill
That's probably my biggest problem with the level system in FO3/New Vegas is the fact that you get way too many points at level up. I'm hoping that's more balanced this time around as I hate getting 100 in everything. I like the game to be about making choices with my skills. It really shouldn't make sense that my engineer character is good with Survival just because I had too many points.
I would prefer no DLC that raises the level cap (if there is a cap).
Design the game so that the player is very, very unlikely to cap out during a vanilla run. DLC would increase the odds of hitting the cap due to the extra sources of xp. Stop half-ass design by destroying balance with DLC. Plan potential progression out from the start... not amateur design crap.
I wonder how they'll change skills around. I hope there's more Survival-related stuff.
I think Repair will probably become a "Mechanic" or "Engineering" skill that governs our ability to upgrade and modify crappy wasteland weapons into something more useful. That would be nice.
I get the sentiment for this from a progression and personal achievement standpoint, but I honestly don't like how there's never that much game left to play by the time I get the really nice end-game perks. I dunno, I'm really conflicted about it.
Given the SPECIAL poster, I almost wonder if they are hinting that Perks are going to be more stat based this time around.
I never understand the need for hard caps in these games, just use the Skyrim system (tweaked please - that wasn't a perfect system) with skills being harder to raise as the level of skill is increased on a sliding or exponential scale. That way you can always have something to look forward to at some point and you get your "reward for doing things" as someone called it upthread, but you don't get way overpowered and blow the game balance out of the water by doing so.
I modded in greater XP curves for my games of FNV and it worked out perfectly, you always had the chance to keep increasing in skills and perks but it got harder and harder as you got higher in level. Something similar would be how I hope it works in F4 and if it doesn't is one of the first things I'll be changing.
I'd be fine with every other level and possible trait pushing it down to every third; it's not that big of a deal as long it's not every level. But my preference is the original way.
One thing I'd want is not to be able to review the perks I'm not getting yet or at all. Even if it was just a tick on the options menu or the levelup screen "Don't show unachievable perks".