Perks are currently at once every 2 levels

Post » Sun Apr 25, 2010 6:42 pm

I like dis.
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Crystal Birch
 
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Post » Mon Apr 26, 2010 3:35 am

Wrong.
You got it backwards


You get one every third level but if you pick the skilled trait you get one every forth. ;)




Oops... wiki ftw
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Emilie M
 
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Post » Mon Apr 26, 2010 5:31 am

Every 3 levels would be my preference (alongside with making the perks actually worth taking). But every other level seems like a decent compromise. At least it makes the perks "somewhat" more rewarding and possibly harder to pick. I seem to remember the justification to the perk/level for FO3 - when the game was in the making - was something like: "Perks are fun, why restrict the fun?" Which in my opinion is all backwards, since the player gets used to them quickly and their intended importance (and the "fun factor" too) diminishes greatly when they are constantly given.

Edit: And bring back traits!
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jesse villaneda
 
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Post » Sun Apr 25, 2010 9:56 pm

Perk distribution should be based on the difficulty settings. That way almost everyone gets what they want.
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SexyPimpAss
 
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Post » Mon Apr 26, 2010 3:12 am

It sounds horrible. I liked being able to choose 30 perks. Only having 15 choices svcks. People complain about "god builds", but isn't the whole point of any RPG to be able to work towards leveling up and becoming the most powerful thing in the game. t takes a lot of work to level up, so it's not like they just hand you 30 perks from the start. You have to choose wisely, so I think it's fine that you have the ability to choose 30 out of around 50 perks, some of which have multiple tiers.
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Daramis McGee
 
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Post » Mon Apr 26, 2010 2:03 am

It sounds horrible. I liked being able to choose 30 perks. Only having 15 choices svcks. People complain about "god builds", but isn't the whole point of any RPG to be able to work towards leveling up and becoming the most powerful thing in the game. t takes a lot of work to level up, so it's not like they just hand you 30 perks from the start. You have to choose wisely, so I think it's fine that you have the ability to choose 30 out of around 50 perks, some of which have multiple tiers.

Because then instead of specializing you'd be stretching out to all sides. Might seem like fun to you, and it really is a certain type of fun, but I find it far more rewarding to build a solid, defined character, where the choices I made had significant influence on the way I play the character. Getting a ton of perks is kinda like cheating (from a certain point of view, anyway), if you're getting F:NV for the PC might as well add all perks via console and be all powerful if you like.

I mean, come on. 30 out of 50? That's hardly choosing.
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Jessica Colville
 
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Post » Mon Apr 26, 2010 12:14 am

I love the every two level perk gain. It makes more balanced gameplay. But i liked the every third perk gain, but other hand sometimes i wished in older fallouts that i would have gained them every two level.
But in fallout 3, you gained too much perks. I always tried to pick less useful perks in fallout 3 as i tried not to make my character a god, but it still ended a god. There is no way to make non goddis`h character in fallout 3.

Thus thats why this every two level perks is good thing. And this would be also a valuable lesson to next fallouts, as we would gain casual information about how the every two perks works. I think already that it works well. Atleast that is a fact that fallout 3 perk gain doesnt work at all.

Also i liked in older fallouts that, i liked to watch all the time my perks. :) Because they feeled so precious to me. in FO3 i didnt have that feeling at all because i got too much them.. :(

Also hopefully there will be more non skill/damage booster perks. And ofcourse "ingame" perks that can be gained from quests or certain "events".
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sunny lovett
 
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Post » Sun Apr 25, 2010 7:07 pm

Because then instead of specializing you'd be stretching out to all sides. Might seem like fun to you, and it really is a certain type of fun, but I find it far more rewarding to build a solid, defined character, where the choices I made had significant influence on the way I play the character. Getting a ton of perks is kinda like cheating (from a certain point of view, anyway), if you're getting F:NV for the PC might as well add all perks via console and be all powerful if you like.

I mean, come on. 30 out of 50? That's hardly choosing.

Yep, i totally agree you. Even in Diablo 2, what is a hack&slash game has more rpgìsh elements than in fallout 3, because you could not even fully specialise your self on one element(sorceress example), because there was so much differend skills to spend on your points and could place 20 points on every skill. And even casual people love that game and they love to make different builds in that game. So there is no reason to think that people would not like to make differend kind of characters in this game too.

Yeah i know, that not the character build is not the only way to define a rpg, but it is a part of it. Quite important part of it.
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Enny Labinjo
 
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Post » Mon Apr 26, 2010 9:06 am

I liked how some quests awarded perks on completion
By I think they should have achievement based perks
ex. winning a certain number of rounds of gambling and you have a +1 luck perk
killing 50 supermutants gives you a scientific knowledge of their internal organs and you have a higher chance to score a critical when fighting them
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Marta Wolko
 
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Post » Mon Apr 26, 2010 6:14 am

I liked how some quests awarded perks on completion
By I think they should have achievement based perks
ex. winning a certain number of rounds of gambling and you have a +1 luck perk
killing 50 supermutants gives you a scientific knowledge of their internal organs and you have a higher chance to score a critical when fighting them

No offense, that reeks of grinding... :meh:
Besides, I don't think achievements should do anything to your character, they're there for the player.
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john page
 
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Post » Mon Apr 26, 2010 8:58 am

double post, my bad... >.<
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Miss Hayley
 
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Post » Sun Apr 25, 2010 10:01 pm

My policy is fewer perks you can choose, more interesting perks overall. The last part is more important than the former, so I don't really mind.
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Mélida Brunet
 
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Post » Sun Apr 25, 2010 7:44 pm

I liked being able to choose 30 perks.

It's 29 perks, not 30.

People complain about god builds, but isn't the whole point of any RPG to be able to work towards leveling up and becoming the most powerful thing in the game?

Maybe in mmorpgs or multiplayer rpg's or larger one's like the older final fantasy games but in a single player game with a low final level cap, no.

It takes a lot of work to level up.

No, it doesn't, at least not in fallout 3. The leveling system might be different in Vegas but in fallout 3 you leveled up way too fast.
Take broken steel for example.
I completed the broken steel quests at very hard and ended up at lvl 27.
I didn't do any other quest nor did I grind enemies either.
For 3 quests and the occasiounal(?) encounter enemy I gained 27 levels...

You have to choose wisely.

Choose wisely?
Why the hell would I like gun nut?
It gives me 10 more skill points.
I'm already up to my neck in skill points and have maxed out the skills I want, why would I want to have a perk like gun nut?
You don't have to choose wisely what so ever.

/snip


This is a completely offtopic question: Are you by any chance swedish, danish or norwegian?
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Jack Moves
 
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Post » Sun Apr 25, 2010 11:32 pm

I thought one every two levels worked out just fine.
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Nitol Ahmed
 
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Post » Sun Apr 25, 2010 10:29 pm

It was actually every 4 levels in the original games... there was a trait that would allow for perks every 3 levels but you didn't get... iirc... as many skill points...
.


I think you are wrong on that. It's every three levels in the originals but with http://fallout.wikia.com/wiki/Skilled it's every Four.

I am ok with having it every two levels but I would love it to be every three. Maybe if they bring back Skilled it will be every three.
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matt oneil
 
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Post » Mon Apr 26, 2010 6:38 am

My policy is fewer perks you can choose, more interesting perks overall. The last part is more important than the former, so I don't really mind.

Pretty much. I'd rather see more meaningful Perks that do interesting things than a ton of +skill and +attribute stuff that I really don't need. Perks that open up or change gameplay aspects in a noticeable way are the most satisfying by far. In Fallout 3 I was disappointed by the fact that half the time I was choosing Perks I didn't care about just to choose one. I really didn't need any help homogenizing my character. "Oh boy...+5 to Small Guns...that's exciting..."

Give me something that takes me down a path to building a character that is powerful in a unique way.
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Ludivine Dupuy
 
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Post » Sun Apr 25, 2010 8:25 pm

I think you are wrong on that. It's every three levels in the originals but with Skilled it's every Four.


Fixed.
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Flash
 
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Post » Sun Apr 25, 2010 10:32 pm

I hope they compensate with perks that are actually interesting to have this time around
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Claire Mclaughlin
 
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Post » Mon Apr 26, 2010 2:06 am

Fixed.


I fixed as well before I saw your post but thanks.

Every three makes me feel I earned the perks. In fallout three alot of the perks were crap. So I am hoping there will be a good mix of usefull perks in fallout New Vegas.
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Dan Wright
 
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Post » Mon Apr 26, 2010 4:26 am

In the last game, after about 18 to 20 Perks, I was just picking them to pick one. However early on, I liked getting perks ever level. For example, I like Animal Friend up to Level 2, but to burn through 4 levels to get that would irk me.

So, I will play the game with what ever Perk system they come up with at first. If I don't like it, I will mod it so that I get a Perk as often as I want to have them. Or just add the ones I want in the console.

However if I was on the console, I would have to play the game out, see what perks there are and how they make the game play to determine if this is a good schedule or not.
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Jessica Stokes
 
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Post » Sun Apr 25, 2010 6:37 pm

The overpowered-ness never really had anything to do with the perks (Aside from Almost Perfect and Grim Reapers Spirit) it mostly had to do with skill points. There really weren't that many worthwhile perks on FO3. I always found myself running out of useful perks at around level 21. That's another argument for why there should be fewer perks I suppose.

what i want to know is if we get ANY reward for leveling up just once? although we get perks every 2 levels, will we get ANYTHING helpful after just one level?
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IM NOT EASY
 
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Post » Mon Apr 26, 2010 3:25 am

Pretty much. I'd rather see more meaningful Perks that do interesting things than a ton of +skill and +attribute stuff that I really don't need. Perks that open up or change gameplay aspects in a noticeable way are the most satisfying by far. In Fallout 3 I was disappointed by the fact that half the time I was choosing Perks I didn't care about just to choose one. I really didn't need any help homogenizing my character. "Oh boy...+5 to Small Guns...that's exciting..."

Give me something that takes me down a path to building a character that is powerful in a unique way.

i didnt choose any +5 skill perks
i went for the cannibalism, sandman, scrounger, nuclear anomaly, puppies, paralyzing palm, impartial mediatior, grim reaper, pyromania, lady killer, etc
they offered new dialogue choices sometimes and new playstyles
ex: i could eat dead bodies, kill people in their sleep for quests, find more ammo for my minigun, +30 speech because i was nuetral
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Jessie
 
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Post » Mon Apr 26, 2010 3:12 am

what i want to know is if we get ANY reward for leveling up just once? although we get perks every 2 levels, will we get ANYTHING helpful after just one level?


Skill points.
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celebrity
 
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Post » Mon Apr 26, 2010 7:59 am

In the last game, after about 18 to 20 Perks, I was just picking them to pick one. However early on, I liked getting perks ever level. For example, I like Animal Friend up to Level 2, but to burn through 4 levels to get that would irk me.

Exactly. I enjoyed leveling up until I hit level 16 or so, and then I didn't feel like I was taking my character in a discernible direction anymore and it wasn't as much fun to level up. I'd like to see options that help me to build the character I want to build rather than be stuck with a bunch of choices that don't apply to the direction I'm trying to take my character.
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Stacey Mason
 
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Post » Mon Apr 26, 2010 6:53 am

Skill points.


And HP boost.
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Nick Pryce
 
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