Perks are NOT a replacement for skills

Post » Mon Nov 30, 2015 10:04 pm

That's also wrong. You can pick basic, novice locks with zero points in Lockpicking (and hack basic novice computers). Putting points in allows you to pick Advanced, Expert and then Master locks. The final perk point keeps your pick from breaking (mostly useless if you keep stocked up).

As for Perception, it doesn't just include sight. I play GURPS, which originally Fallout was supposed to be based off of, and Perception in that game includes sight, hearing, touch, taste and smell. So, yes, perception does affect picking a lock, like it would in real life. You need to be able to hear the tumblers click and feel the lock giving awaY.
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Tyrone Haywood
 
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Post » Mon Nov 30, 2015 9:06 pm

for those saying the game is easy...you are full of it...or playing on very easy...on Survival, I got 2 shotted by the deathclaw fight in power armor...so no...not easy at all.

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Ruben Bernal
 
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Post » Mon Nov 30, 2015 3:29 pm

wow, your question answers itself. the fact that you even asked that made me literally lol

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kyle pinchen
 
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Post » Mon Nov 30, 2015 7:56 pm

Kill them before they actually reach you. Duh. You die just as fast on the easier difficulties. It's probably better not in power armor to be honest, because then you can circle around rubble and rocks. Still can't move as fast as them, but you can "hop over" to make them flank around. If there's no cover then it comes down to big guns or crippling. If you face a deathclaw without sufficient firepower then you're dead. Period. Doesn't matter if it's easy or survival. Power armor or not.

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*Chloe*
 
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Post » Mon Nov 30, 2015 9:31 pm


Especially a Savage Deathclaw... Shudder. That thing wrecked me on normal and I had to go grab my power armor and pop major DR chems to survive the fight.
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Gwen
 
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Post » Mon Nov 30, 2015 4:37 pm

You are easily amused, i see. Modding a game to suit your playstile is hardly cheating, unless it makes the game too easy. Wich absolutely isn′t the case if you get your sneaking up to max f.e. at level 4, because you′ll have to skip other important perks.

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Lily Evans
 
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Post » Mon Nov 30, 2015 5:18 pm

I'm waiting to see when everyone realizes that everyone has already lost this argument.

No I'm not kidding. Seriously what part of "game developer" do you not understand. Literaly it's the job description. They will continue to develop the game mechanics untill they drop dead, lose there job, or retire.

Then if the fans are lucky some new game developer will come along and continue to develop the game.....sometimes it's a tweet here, a tweak there and sometimes one tweet turnes into OMGNEEDTOTHTOWEVERYTINGOUTANDSTARTALLOVER!!!!!!!!
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Quick Draw
 
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Post » Mon Nov 30, 2015 11:22 pm

To be fair, I have to say that the Skill point system in previous Bethesda games actually did make sense. Many complained that only those Skill point levels where ability improvements occurred actually mattered, and that the other points acquired to get to that level were "wasted". But we need to understand that Skill improvement is a learning process. Just because a person starts a Speech class doesn't mean that there is an instantaneous improvement. It isn't until the end of the semester that he can honestly say that he actually knows whatever it is that was described in the class syllabus. An argument may be made that "a little bit of knowledge" adds at least an incremental performance improvement. But how can that be reflected in a game? Using the class anology, should there be a perceptible bump after each day of class? Each hour of study? Or just one week at a minimum? Or, as has been done by Bethesda, should the bump appear only on "graduation day"? Fine tuning is fine, but trying to program 100 increments with noticeable effects is cumbersome. So I am fine with Bethesda's decision to go with just 5 transition points across a 100 point scale. (My only complaints about the system was that it capped at 100 and that transitioning towards the upper levels -- @75 to 100 -- wasn't nearly progressively hard enough.)

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Rudi Carter
 
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Post » Mon Nov 30, 2015 11:43 am

This, all of it. The single biggest sin of the old system was how little SPECIAL actually mattered to your skills. That's a massive dent to RP - something that I've seen people here complain about the new system.

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lillian luna
 
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Post » Mon Nov 30, 2015 10:34 am

keep telling yourself that. So, you take the level cap off, but that's not cheating. Might as well create a mod for a 999 damage weapon. But it wont be cheating, because you only use it every once in a while.......

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m Gardner
 
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Post » Mon Nov 30, 2015 8:44 pm

Oh, does that mean you didn′t read 2/3 of my post or are you ignoring it on purpose? I specifically wrote "unless it makes the game too easy"! And i explained why this isn′t the case here.

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Lily
 
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Post » Mon Nov 30, 2015 7:20 pm

no, I read it. see, the 999 dmg gun doesn't make the game easier, because you only use it every once in a while. context makes it all right, correct? Not cheating if the context is correct :goodjob:

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hannaH
 
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Post » Mon Nov 30, 2015 1:17 pm

Sorry, i doubt i will get drunken enough tonight to comprehend what you were trying to say. :P

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ijohnnny
 
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Post » Mon Nov 30, 2015 3:02 pm

Perception involves your five primary and sixth senses. Sight, touch, taste, smell, and hearing are all part of perceiving your surroundings. That is the textbook definition of perception.

Besides, did you not notice the five icons representing senses around Vault Boy on the Perception SPECIAL icon?

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Kim Bradley
 
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Post » Tue Dec 01, 2015 12:31 am

Solid gold truth bro, tempted to sig.

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jason worrell
 
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Post » Mon Nov 30, 2015 11:37 am

Classic NV syndrome post.

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lisa nuttall
 
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Post » Mon Nov 30, 2015 9:12 am

That argument sort of sounds like, "I'm really not a thief/liar/whatever if I steal/lie/whatever rarely." Frequency really doesn't matter until the person in question has 100% STOPPED doing the deed. In which case he is a "reformed" whatever. But like in Alcoholics Anonymous, once an alcoholic, then a alcoholic for life, even when the last drink taken was many, many years ago.

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Angelina Mayo
 
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Post » Mon Nov 30, 2015 1:04 pm

Judging by your avatar we can tell you would like the blood mess perk :) lol.

That said, I actually like the new perk system. As a Fallout player since the original, There were definitely trap categories in Fallout 1 and 2. Like if you didn't have any perception, good luck hitting anything with a gun, but luck was far less important.

The only thing I don't like is that in Fallout 4 my guy has only 1 INT and no one notices how dumb I am like in the old games. Also, my guy speaks perfectly too (you would speak like you were autistic in the old games if your int was less than 2).

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Olga Xx
 
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Post » Mon Nov 30, 2015 4:53 pm

I miss all the awesome cowboy/gunslinger perks from New Vegas A LOT! Remember increased movement speed while ADSing a one handed gun? Bonus damage from revolvers.

Non V.A.T.S. criticals. *sigh* my Ranger build was amazing.

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lydia nekongo
 
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Post » Mon Nov 30, 2015 11:20 am

you kind of jumped in the middle of the conversation, but that's the point I was trying to make.

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Samantha Wood
 
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Post » Mon Nov 30, 2015 3:01 pm

I was afraid you did. How that makes your comparisson betwen a gun with 999 dmg and modding the level reqs for skills to allow for a more flexible playstyle any more logical is far above the current alcohol level in my blood.

You only get ONE skillpoint per level. If you put all these in lets say rifles, you are not more overpowered than you were in Fallout 3, if you had put all points in the gun skill for 4 levels. Battles might become more easy, but the rest harder. In theFO 3 example, you could not have improved sneak, repair and lockpick- thus going into battle outgunned , with less ammo and earlier detected, thus negating your gun skill advantage mostly. The same happens in FO 4. You high rifle skill is not really that much impressive, if your rifle is an unmodded peashooter and you lack everything you may find in higher than basic locked chests/safes etc. In some situations, your skill choices might make things more easy, in others, not so much. Its a fair trade off, and completely up to your decision. However, if you still think that this is comparable with a 1k damage gun, de facto a tgm command, then i will end it here. Please send me a postcard from whatever parallel universe you are living in... :wavey:

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Tracey Duncan
 
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Post » Mon Nov 30, 2015 6:10 pm

man, you sure are self conscious about your cheating. Chill out bro, keep up the "modding"

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Michael Russ
 
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Post » Mon Nov 30, 2015 11:19 pm

Nr.1. I dont use this mod, as i have adapted to the new system without problems (thou i think more perks are needed). I just thought it was nice to have for those who are missing the old skillsystem and find the level reqs to be limiting their playstyle.

Nr.2. Dont you forget about my postcard!

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Smokey
 
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Post » Mon Nov 30, 2015 10:56 pm

In Fallout 3 and New Vegas you was a god by level 30.

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Andrew Tarango
 
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Post » Mon Nov 30, 2015 4:56 pm

You are right perks are not a replacement for skills.

They are 10 times better than skills. Each perk is a choice they are so much better than the old increase a skill to 100 system.

It allows the character to level without becoming over powered.
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Melly Angelic
 
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