Perks or perk levels you feel are in the wrong place.

Post » Sat Dec 05, 2015 1:33 pm

It' also occurred to me that the perk chart itself is going to make it near impossible for modders to just add a brand new perk like they could with the past games. With the G.E.C.K. we'll most likely easily be able to add perk levels,,,,(maybe.) But there's no room to just add a brand new perk. .. plus you have to contend with the little animated perk guys on the sheet. You can probably throw perks easily into the game using magazines and found items but that's not really character building... That's just finding crap. Hopefully the perk chart is a lot more malleable than it appears.

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Ricky Rayner
 
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Post » Sat Dec 05, 2015 11:22 am

It might be fun to have the perk chart modified so that it can be worked like one of http://previews.123rf.com/images/coprid/coprid1012/coprid101200037/8505880-Pocket-sliding-fifteen-puzzle-game-isolated-on-white-Stock-Photo.jpg when the game begins. Slide the perks around until you find the best fit for your character.

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Jordan Moreno
 
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Post » Sat Dec 05, 2015 4:09 am

I feel like the perks should be divided into two categories to progress in. Situational and universal. Situational perks are perks like Aquaboy or Robotics Expert that change the approaches you can take. Universal perks are perks that are always advantageous, like Steady Aim or Armorer, that simply improve the actions you already take.

If you split up the perks in such a way that you HAVE to pick a situational perk for every three levels, that could potentially bring a lot of variety to the game.

.. Huh. I really, really like that idea. Very creative. I don't know how you would implement it yet, but the aesthetic of it is absolutely striking.

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Quick draw II
 
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Post » Sat Dec 05, 2015 11:44 am

The only ones I feel need to be switched are cap collector and Lone Wanderer. They feel like they got placed in the wrong places during coding or something.

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Danial Zachery
 
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Post » Sat Dec 05, 2015 11:04 am

High intelligence means hacking terminals is significantly easier for you than people with lower intelligence. I've done hacking both with low intelligence and high intelligence characters and I can tell you it is an absolute [censored] with low intelligence.

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Paula Rose
 
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Post » Sat Dec 05, 2015 7:43 am

Hopefully the whole thing can be scrapped and rebuilt.

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Bad News Rogers
 
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Post » Sat Dec 05, 2015 10:23 am

I'd probably swap Big Guns with Big Leagues, Local Leader with Lady Killer, Medic feels like it should be in the Endurance tree somewhere.

Obviously this is all just off the top of my head so take it for what it is. :P

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Neko Jenny
 
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Post » Sat Dec 05, 2015 7:04 am

Heads up: This is bugged. Horribly. The order in which you take Deacon's perk, Ninja, and Mister Sandman breaks the calculation; it should likely be 6.3, but the wrong order can make it significantly lower.

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Ice Fire
 
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Post » Sat Dec 05, 2015 3:04 pm

This. It makes no sense to have to invest in Charisma to gain advantages for being a loner. Even less when perks like Lady Killer (one that actually has an effect on dialogue) require less.

Lone Wanderer should definitely only require one Charisma, while Cap Collector requires 2, and Lady Killer 3.

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Felix Walde
 
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Post » Sat Dec 05, 2015 12:13 pm

+1

I feel like Lone wanderer and Attack dog should be charisma 1 and 2 respectively, and then you move up cap collecter and ladykiller.

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Breanna Van Dijk
 
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Post » Sat Dec 05, 2015 7:51 am

Yeah.. charisma's a tricky one. For one, why they re-named Barter to Cap Collector really makes it confusing. I agree with everyone that Lone Wanderer needing any sort of points stuck into charisma doesn't make much sense. I'd probably rank it like

Lone Wanderer,

Attack Dog (pets love you whether you are charismatic or not.)

Party Boy (You don't need to already have charisma to gain charisma advantages from drugs/alcohol.)

Barter

Lady killer/black widow

Local Leader (This could actually go anywhere in ranks 4-6..Local politicians often do not have much charisma at all.)

Inspirational

Intimidation (no matter what.. I think it'd take less charisma to intimidate people then to somehow magically make friends with animals and mutated creatures. .. Also, animals and mutated creatures don't know what guns are so the last two levels of charisma should work a bit more like magic. The creatures just ignore you, then they might help you and finally you can tame them or something.)

Animal Friend

Wasteland Whisperer

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Johanna Van Drunick
 
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