Perks are currently at once every 2 levels

Post » Mon Apr 26, 2010 3:12 am

I can't believe 40 people want it to be every level, that is ridiculous. 2 level is good. It balances it out. Unlike in Fallout 3 which made it boring because you became god by like level 10 - 15. Not to mention lots of perks in Fallout 3 were bad ones. Fallout: New Vegas has fixed this problem but if it goes back to once every level I'll be disappointed.

The majority agrees with you (every 2 levels) so I think it has a good chance of remaining as it is.
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Anna Krzyzanowska
 
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Post » Mon Apr 26, 2010 8:36 am

The majority agrees with you (every 2 levels) so I think it has a good chance of remaining as it is.

It's an interesting concept really, how much does this forum influence the devs, or at least how much does it represent their target audience?

On the one hand, I'd say that not so much, to both questions. On the other hand, several mods (especially one of em!) go on here a lot... o.O
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Rhiannon Jones
 
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Post » Mon Apr 26, 2010 1:52 am

I'd like to feel that it really matters every time i level up so i would like a perk per level but i won't be bothered by it being every 2 levels.
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matt white
 
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Post » Sun Apr 25, 2010 9:04 pm

I'd like to feel that it really matters every time i level up so i would like a perk per level but i won't be bothered by it being every 2 levels.

That's the thing, though. I felt like I was being forced to take perks that didn't matter for my character. I'd rather take a perk every 2 or 3 levels and have them be really interesting and fitting of my character rather than take a perk every level and not really want any of the ones I have to choose from.
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Cesar Gomez
 
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Post » Sun Apr 25, 2010 11:53 pm

Getting a perk at every level may seem like overkill, and made the game Very Very Easy at times (Most of the time) but some of the perks you could choose were ridiculous, I liked the every level so I could maintain the extreme / ridiculous and the handy / useful. Now if NV keeps the every other level thing, I won't mind, but I will certainly have to plan my through the levels making a good strategy and balance my Skill Points wisely. I think this is much more of an RPG in this way, creating just the perfect build and balancing all of your points just right. It doesn't really matter to me which way it goes. If it's every level then I can make the same slow paced sloppy build I did in Fo3, but if it's every other level I will definitely have to work my way through to create a god this time around.
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Aaron Clark
 
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Post » Mon Apr 26, 2010 7:46 am

Feels Good Man.

There were lots of perks in F3, but many of them were just stat boosts. You might as well just give me extra points to allocate.

With less perks per level, I'd like to see a more varied and unique perk lineup.
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!beef
 
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Post » Mon Apr 26, 2010 9:47 am

It makes me a sad panda. :sadvaultboy: They would have to drastically change the Perks lineup if they're going to cut our choices in half. The twenty choices (thirty with Broken Steel) worked because of the nature of the perks. They would have to drastically change all of that if they were to give us only 15 choices. As much as people laud the original Fallout and turn towards its leveling system, if you've actually played the game, you have to admit that the leveling kind of svcked. Getting seven (was it seven?) Perks out of a whopping 53 was just downright disappointing. The caliber of Perks we got in Fallout 3 worked with the leveling system they created. The "god builds" that so many people complain about were not a result of Perks, but rather the poor decisions made in the implementation of Broken Steel. My character at level twenty had his limitations. Broken Steel allowed me to fill out some of the skills that I neglected before with its flood of skill points. Don't let that mistake create a dearth of skill points in New Vegas.
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jessica robson
 
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Post » Mon Apr 26, 2010 3:17 am

I voted for every three... I bet that surprises no one :lmao:
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Rhiannon Jones
 
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Post » Mon Apr 26, 2010 10:40 am

In theory I don't really care if we receive perks every level or every five levels.

Devs are the ones who know all details about the game's pace, number of skills, and perk effectiveness, so I trust them on this decision. It's not like they're trying to weaken our builds and punish us.
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Melung Chan
 
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Post » Mon Apr 26, 2010 12:43 pm

I'm fine with that.
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gary lee
 
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Post » Sun Apr 25, 2010 10:26 pm

You're way over-complicating it IMO. Nobody actually wants to fail/die and have to re-load a saved game. Many games are the most fun (to me) when I'm being challenged enough to occasionally come close to failing/dying....the occasional actual death/failure is just an unfortunate side-effect of playing a game that's genuinely challenging. I don't enjoy games in which I just go through the motions and breeze through without ever having to sweat it a little or needing to figure something out. Some of those games have good stories, but if I was only interested in a story I'd watch a movie. I don't get a lot of time to play games, so when I do I want to be challenged and entertained. Games that are too easy and/or simple don't do that for me. They just feel like killing time.

I'm not sure about your comparisons with real life, either. Yes, a role-playing game involves getting into more real-life-ish detail than other genres, but it's still a video game. There's nothing wrong with needing to re-load a save every now and then. What you're talking about is role-playing. When you add the word "game" to it you change the meaning quite a bit from my perspective.

You also bring up role-playing. To me, forcing me to take perks every level that don't fit the character I'm trying to play because I have to pick something actually hurts my role-playing. To use your example, Mushashi was good with tactics and swords. He was very powerful because he was good at those things. He didn't need to max out his Big Guns skill. If I want to make a character that specializes in Stealth and Small Guns and then make him specialize in pistols I should be able to. I should have some options that allow me to be so good with stealth and pistols that I'm a one-character army without being forced to put skill points into Big Guns and Big Gun-related perks because I have to allocate points and perks somewhere. This is where fewer, more meaningful perks would be an improvement rather than forcing me to choose a bunch of frivolous perks (c'mon...the +skill and +attribute perks were just filler) I don't care about every level. If we're really looking to improve role-playing we need to be given fewer skill points per level OR remove the 100 pt cap on skills and dump at least half of the perks in favor of more meaningful ones that allow us to create unique characters.

That said, I didn't like most '80s and '90s console games either. All the pattern memorization drove me nuts. :D There were some good games on computers back then, though.



You make some good points. I mostly wanted to be a stealthy kung fu/pistol master. Who specialized in stealth, concealable weapons, and fisticuffs. It did become possible for me to become great at pretty much everything.
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Alexander Lee
 
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Post » Sun Apr 25, 2010 10:35 pm

It makes me a sad panda. :sadvaultboy: They would have to drastically change the Perks lineup if they're going to cut our choices in half. The twenty choices (thirty with Broken Steel) worked because of the nature of the perks. They would have to drastically change all of that if they were to give us only 15 choices. As much as people laud the original Fallout and turn towards its leveling system, if you've actually played the game, you have to admit that the leveling kind of svcked. Getting seven (was it seven?) Perks out of a whopping 53 was just downright disappointing. The caliber of Perks we got in Fallout 3 worked with the leveling system they created. The "god builds" that so many people complain about were not a result of Perks, but rather the poor decisions made in the implementation of Broken Steel. My character at level twenty had his limitations. Broken Steel allowed me to fill out some of the skills that I neglected before with its flood of skill points. Don't let that mistake create a dearth of skill points in New Vegas.

I'd prefer to see quality over quantity, though. I'm not making a comparison to the older games at all. I'm just saying that if I can choose between getting a perk every level and having to choose between (IMO) the mostly unexciting perks from Fallout 3 and eventually ending up being forced to take perks I don't want OR fewer perks every two levels that have an interesting impact on gameplay (not just stat boosters) and allow me to build the character I want I'll choose the latter every time. That's me, though. I felt the perks in Fallout 3 had to be watered down for balance because you got to take so many of them.
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Rowena
 
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Post » Mon Apr 26, 2010 2:12 am

They're probably just trying to keep the game challenging at every level. Yes lots of the perks in Fo3 were just point boosts, but the other half were, I think, just for fun. Nuclear Anatomy? Bloody Mess was a bit of both IMO, Grim Reaper's Sprint, Party Boy, Mysterious Stranger (Older but still a bit unnecessary). Nuclear Anatomy was my favourite. Anyway... I think they're just trying to keep it challenging and make it a bit more strategic.
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Ridhwan Hemsome
 
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Post » Mon Apr 26, 2010 6:42 am

It would also be nice to see more of a Perk tree. So, you could take Gunslinger and that would begin a specialization in pistols. This would then unlock the next pistol perk that would give you some other advantage with pistols, and so on. If they were going to include something like dual-wield for pistols (not sure if I'd want it, but...) this would be the ideal place to put it. If you wanted to dual-wield pistols you'd have to take the perks in the Pistol perk tree until you unlocked it. Not only would it make character building more interesting, but with the right Perks you could make pistols a lot more powerful. The requirement to specialize would balance the increase in power.
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Javaun Thompson
 
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Post » Mon Apr 26, 2010 1:08 am

As much as I agree with you on quality over quantity, I wouldn't want a perks tree outlining the path I should be taking. I like how it is now, a "create your own class" system with no clear direction on what you should be taking. I guess some perks could be prerequisites for others, but generally have the freedom to pick anything.
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Nicole Mark
 
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Post » Sun Apr 25, 2010 11:34 pm

As much as I agree with you on quality over quantity, I wouldn't want a perks tree outlining the path I should be taking. I like how it is now, a "create your own class" system with no clear direction on what you should be taking. I guess some perks could be prerequisites for others, but generally have the freedom to pick anything.

Yeah, I'm not saying that all perks should be in a tree, I'm just saying that it would be cool for there to be "perk progression" in some cases to unlock the really powerful perks that represent a specialization in some subset of character skills.
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stephanie eastwood
 
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Post » Mon Apr 26, 2010 7:44 am

As much as I agree with you on quality over quantity, I wouldn't want a perks tree outlining the path I should be taking. I like how it is now, a "create your own class" system with no clear direction on what you should be taking. I guess some perks could be prerequisites for others, but generally have the freedom to pick anything.



Yes a branch system will please no one (or at least please me, which is more important). For the simple reason that the devs will have to limit themselves with a moderate amount of predetermined character classes to fit these trees into. Where as with the current system you can pick and chose. I could be a energy weapon toting canibal cyborg raider. Or a diplomatic big gun loving brusier with loads of AP. With branches you may end up limiting choice of playstyle and encouraging a fixed number of classes.

Yeah, I'm not saying that all perks should be in a tree, I'm just saying that it would be cool for there to be "perk progression" in some cases to unlock the really powerful perks that represent a specialization in some subset of character skills.



Some of that I would like. But leveled perks with many ranks. Irratated me a bit in FO3.
I will be happy with fewer perks or the same ammount with less filler and less uber. And less leveled rank perks to add as filler. And as you say below it will add some form of specialization so its a good thought. But unill we play with the new system and perks I think we should just go with it being a sign of good faith.
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elliot mudd
 
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Post » Mon Apr 26, 2010 6:21 am

Yes a branch system will please no one (or at least please me, which is more important). For the simple reason that the devs will have to limit themselves with a moderate amount of preditermined character classes to fit these trees into. Where as with the current system you can pick and chose. I could be a energy weapon toting canibal cyborg raider. Or a diplomatic big gun loving brusier with loads of AP. With branches you may end up limiting choice of playstyle and encouraging a fixed number of classes.

Like I said, I'm only advocating perk trees in select cases where it would make sense to have a 2-4 perk progression to represent things like weapon specializations. I think that would be fun, gameplay-wise. It wouldn't cause the problem you're talking about. :D
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Solène We
 
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Post » Mon Apr 26, 2010 1:11 am

any question of perks doesn't matter until we learn how they're balanced. If they're going every other because these perks are awesome/more useful than the FO3 ones, then i'm cool with it. Can't really formulate an opinion until we know what the perks are though.
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Miragel Ginza
 
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Post » Mon Apr 26, 2010 6:14 am

Every two levels is fine, as long as there are more balanced and meangingful perks. None of the crappy skill point/XP gain increases. I want perks that actually affected how your character played and behaved. Granted there were some in FO3, but more variety with those would be nice.

FO3 had plenty of Good perks, the same basic ones need to stay in the game that have been in most of the fallout games, toughness, action boy, better criticals, commando, finesse, scrounger, demolition expert, cyborg was one of my favorites, all those perks need to still be in the game. fallout 3 prob had too man useless perks like all the skill point perks which wasn't necessary, but the tried and true perks need to stay.
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Michelle davies
 
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Post » Mon Apr 26, 2010 10:38 am

Some of that I would like. But leveled perks with many ranks. Irratated me a bit in FO3.
I will be happy with fewer perks. And less leveled rank perks to add as filler. And as you say below it will add some form of specialization so its a good thought.

I'm not talking about the ranked perks, either. Here's an example:

Gunslinger
Effect: provides some inherent bonuses to using pistols
Prerequisites: AGILITY 5

Shoot From The Hip
Effect: increases your rate of fire with pistols
Prerequisites: AGILITY 6, Gunslinger

Sleight of Clip
Effect: increases your rate of reload with pistols
Prerequisites: AGILITY 7, Gunslinger

Ambidextrous
Effect: allows dual-wielding of pistols with an accuracy penalty
Prerequisites: AGILITY 8, Gunslinger, Shoot From The Hip, Sleight of Clip

Hard Boiled
Effect: allows dual-wielding of pistols with NO accuracy penalty
Prerequisites: AGILITY 9, Gunslinger, Shoot From The Hip, Sleight of Clip, Ambidextrous

Sharpshooter
Effect: adds an accuracy bonus when wielding a single pistol
Prerequisites: AGILITY 8, Gunslinger, Shoot From The Hip

Yeah, my perk names stink. :D
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gary lee
 
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Post » Mon Apr 26, 2010 11:45 am

Haha, pretty cool setup. Personally, I don't even want duel wield in, but I get the gist and I think it's pretty cool. Though perhaps a slimmer version of this (not so many perks unlocked by a single perk) and possibly a few pairs of perks that unlock a third perk that is somewhat of a fusion. Robotics expert + toughness could unlock cyborg. It's only an example, too tired to be bothered with coming up with original stuff.
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Austin England
 
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Post » Sun Apr 25, 2010 10:38 pm

I'm not talking about the ranked perks, either. Here's an example:

Gunslinger
Effect: provides some inherent bonuses to using pistols
Prerequisites: AGILITY 5

Shoot From The Hip
Effect: increases your rate of fire with pistols
Prerequisites: AGILITY 6, Gunslinger

Sleight of Clip
Effect: increases your rate of reload with pistols
Prerequisites: AGILITY 7, Gunslinger

Pistol Savant
Effect: allows dual-wielding of pistols with an accuracy penalty
Prerequisites: AGILITY 8, Gunslinger, Shoot From The Hip, Sleight of Clip

Hard Boiled
Effect: allows dual-wielding of pistols with NO accuracy penalty
Prerequisites: AGILITY 9, Gunslinger, Shoot From The Hip, Sleight of Clip, Pistol Savant

Yeah, my perk names stink. :D


Lol sorry yes I understood. I just wanted to point out that I hated leveled perks in FO3 it was just me venting on that issue and it got mixed up in the post.
I think a chain of specialization is a good idea. It will probably only be combat perks but those are what count.
And I love Hardboiled I can just imagine Chow yun Fat. Leaping from a window blasting away. And it could focus single weapon style more than FO3. Meaning you are not a jack of all weapons.
Unless you want your character to be.
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Judy Lynch
 
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Post » Mon Apr 26, 2010 2:02 am

The majority agrees with you (every 2 levels) so I think it has a good chance of remaining as it is.


And a lot of people think a perk per 3 levels, so if that doesn't happen I'm sure they'll side with a perk per 2 levels. A perk per 2 levels wins! GAME OVER
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Gemma Archer
 
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Post » Mon Apr 26, 2010 10:59 am

Haha, pretty cool setup. Personally, I don't even want duel wield in, but I get the gist and I think it's pretty cool. Though perhaps a slimmer version of this (not so many perks unlocked by a single perk) and possibly a few pairs of perks that unlock a third perk that is somewhat of a fusion. Robotics expert + toughness could unlock cyborg. It's only an example, too tired to be bothered with coming up with original stuff.

Yeah, I'm not sure I would like to see dual-wield either...I was just trying to come up with a clear example of what I was talking about. You get the idea.

Lol sorry yes I understood. I just wanted to point out that I hated leveled perks in FO3 it was just me venting on that issue and it got mixed up in the post.
I think a chain of specialization is a good idea. It will probably only be combat perks but those are what count.
And I love Hardboiled I can just imagine Chow yun Fat. Leaping from a window blasting away. And it could focus single weapon style more than FO3. Meaning you are not a jack of all weapons.
Unless you want your character to be.

That's what I'm talking about. It would be cool to be able to have enough choices to become powerful by specializing rather than being forced into a jack-of-all-trades situation like I felt Fallout 3 did.

The idea is that you could become a total badazz with pistols by sacrificing perks you might have taken in other areas. Requiring other pre-req perks and a high Agility score ensures that you haven't taken your decision to specialize in pistols lightly.
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He got the
 
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