Perks in Skyrim?

Post » Thu Jun 24, 2010 5:55 pm

Oh, let me slit my wrists!!


This. Is. Not. Fallout. 4.

Now run along and make your inevitable "Should we have Super Mutant Behemoths in Skyrim?" thread... :rolleyes:

Jesus, calm down bud... It's just an internet forum...

If you've got some sort of problem with me, than send me a PM.
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Jonathan Windmon
 
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Post » Thu Jun 24, 2010 7:36 pm

If this whole perk idea (as they did in fallout) were introduced without being in the Fallout games first I think that more people would like the idea.

However, somehow people are very stern and shun the idea just because "this is elder scrolls, not fallout". Which is in my opinion, not a valid excuse.

Please, if you don't like the idea, give us another example of why you don't like it instead of the good ol' "No simply because". :)
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Big Homie
 
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Post » Thu Jun 24, 2010 10:32 am

Perks!?!
This is TES NOT cod or fallout.
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Robert Garcia
 
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Post » Thu Jun 24, 2010 11:07 am

If you are talking about FO3s perk system then no. Perks in F3 were shallow and barely did anything. More than half the perks I picked were useless skill point perks, because that's all there was. Skill points skill points skill points. They should have stayed with the one perk per three levels like they did in F1&2, so I can have something to look foward to.
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Dina Boudreau
 
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Post » Thu Jun 24, 2010 4:36 pm

Not "perks" at every level.

I loved finding little stat bonuses. (ie: Night Mother's Blessing, Grey Prince's Training, etc.)

If I have to dig for it, that's better than getting it handed to me.
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Britney Lopez
 
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Post » Thu Jun 24, 2010 2:00 pm

If you are talking about FO3s perk system then no. Perks in F3 were shallow and barely did anything. More than half the perks I picked were useless skill point perks, because that's all there was. Skill points skill points skill points. They should have stayed with the one perk per three levels like they did in F1&2, so I can have something to look foward to.

This is my reason
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Kerri Lee
 
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Post » Thu Jun 24, 2010 3:15 pm

Daggerfall style.
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Cayal
 
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Post » Thu Jun 24, 2010 7:22 am

Perks in Skyrim?


Its funny, the first time I looked at TES (with an eye for Fallout3 using the engine), I noted that birth signs were effectively traits, and that permanent spell effects were effectively perks.

I voted yes, because if handled well, it would allow for greater PC variety, but since the setting is high fantasy, I'd like to see "perks" (by some other name) implemented as training or life experience (including getting cursed).
(It would be hard not to compare them with D&D feats though).

**I'd also like a version of the HC mode ~though nothing to do with dehydration or delayed healing (that should be default [IMO] for any healing other than magical, though magic would be the most used healing ~sometimes you just don't have it).

***Even so... delayed healing isn't so bad or implausible with a healing potion... It could be neat if it needed a little time to work (it's magic).
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SaVino GοΜ
 
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Post » Thu Jun 24, 2010 7:01 pm

Obviously ignoring the existing TES IV perk system, and off on yet another "Let's merge TES and Fallout" binge.

If that's the case then Fallout 4 definitely needs a magic system :lol:
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barbara belmonte
 
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Post » Thu Jun 24, 2010 8:26 pm

I like the idea of perks being bound up in some kind of dungeon puzzle or received for ending quests in a certain way, I don't see the Fallout method of getting a perk every level or two fitting in with the Elder Scrolls.
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Alexandra Ryan
 
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Post » Thu Jun 24, 2010 7:01 am

Id like perks to be things that you have to be trained for by a trainer once you reach a certain level. Then trainers wouldn't just be a place to auto level.
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W E I R D
 
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Post » Thu Jun 24, 2010 3:40 pm

I said yes because they can change up gameplay so much when used correctly, and I like that, some people seem afraid that oblivion type play will change, well I for 1 would hope so by god, it is a new game as they all are, and we want the features to change up, just the lore not be screwed up past or future wise, but dont ask for a new game if all you want to do actually is just change the scenery of your existing game, if thats what you want go download a mod and keep playing oblivion.
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Emma
 
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Post » Thu Jun 24, 2010 8:23 am

Obviously ignoring the existing TES IV perk system...
It has a magic system ~the one from TES. Stealthboys and drugs are just potions; and critical weapon effects are just spells. :shrug:

(and the work bench is the alchemist's bench ~its kind of what's meant when they say its the same game)
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Jessica Thomson
 
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Post » Thu Jun 24, 2010 10:11 pm

No thank you.

I wouldn't mind having a scope on my daedric bow though, or maybe some glass power armor, or a staff that shoots plasma bolts, or a... a... em... why's everybody glaring at me?
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dav
 
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Post » Thu Jun 24, 2010 7:00 pm

I only want to see them if they are done well, and they were already done to some degree in Oblivion. I wouldn't wan to gain a perk every few levels (leveling has never been the focus of TES games imo), but the way they did it in Oblivion was just fine by me.

Example: You learn a new move when you hit 25 in blade, and 50 in blade, and 75, and 100. Same goes for the other weapon types. Stuff like that works well enough, but I think there could be more drastic changes in some of the skills (like athletics for example).

Perks that are both good and bad, and are completely optional, are pretty much in the game too. You can be a vampire (increased stats) but there are side effects (damage from sun etc).
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Nikki Lawrence
 
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Post » Thu Jun 24, 2010 7:11 pm

Perks are a bit too Fallout, but maybe some stuff similar to becoming a vampire could be implemented as "perks" such as an increase to an overall skill for completeing some challenge or quest
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Sista Sila
 
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Post » Thu Jun 24, 2010 6:01 pm

We already have them. They're called "increasing your weapon skills" and "your sign."

Might as well see a wider implementation of this sort of thing, so I voted "yes."
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Anna Krzyzanowska
 
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Post » Thu Jun 24, 2010 7:10 pm

I voted no and by that I mean no to the way it was implemented in Ob: lvl 50 you can how shield bash or lvl 25 you can twirl like a ballerina while wielding a sword but only if you are wearing tights. This just didn't feel right to me, too much of the arcade.

Now, Fo is Fo, what works there is fine but it should stay there. The Witcher had a nice skill progression system where you could invest in a ballerina twirl or spend your points elsewhere, quite cool. VTM: Bloodlines had a beautiful method of skill progression, no trumpets, no fanfares, you just got better then suddenly found you could summersalt and twirl - the progression was fluid, natural and didn't break you out of the game.
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Manuela Ribeiro Pereira
 
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Post » Thu Jun 24, 2010 5:57 pm

Daggerfall had special abilities that you could select during character creation, Morrowind removed this probably for balancing reasons and replaced it with the birthsigns. . . . it certainly was better balanced but it cut out a lot of character customization. I'd love to see something like perks in an Elder Scrolls game, although to fit the Elder Scrolls character system I think it would need several important changes:

1. Perhaps barring a few general ones I think all perks should have skill or attribute requirements. While common in FO3 I think this would need to be more central in an Elder Scrolls game. In Fallout 3 and FONV I find that perks define a character at least as much as the skills do but I think the skills need to take prominence in an Elder Scrolls game with perks supplementing them.

2. On that note, I think perks should emphasis the skill or skills they're attached to. The Oblivion skill perks you get every 25 points are a good example of this.

3. Perks should be relatively rare, probably every four or five levels.

4. Perks should not be automatic, when you are eligible for a perk it should be something you need to be taught. This would also give factions some extra purpose if they give you easy access to trainers, providing you're high enough rank. As alternatives you could allow skill trainers the option of training you in any perk that associated with their skill thus giving these people a bit more emphasis.


In my opinion anything Bethesda can do to increase character customization, without harming the game balance, is worth considering. The Elder Scrolls has an extremely customizable system and I really like that but ever since TES II it's been simplifying it in the hopes of creating a more balanced system. I don't have a big problem - the Daggerfall system was extremely fun but also extremely easy to abuse and even the TES III made it too easy for your character (even limited to class skills) to be a Jack-of-All-Trades-and-a-Master-of-Every-Single-One-of-Them!

Perks give them a new way to add customization without unbalancing the skill system. In fact, it could help balance the system. For example, Oblivion infamously cut down on the number of weapon skills than Morrowind had, merging several and dropping one. However high end perks might require abilities with several skills which means the pure fighter would have access to combat perks that the wizard with Long Blade and Heavy Armor simply couldn't access. Of course there would no doubt be some spellsword perks as well for those character with both magic and combat abilities.
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Kaley X
 
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Post » Thu Jun 24, 2010 6:00 pm

2. On that note, I think perks should emphasis the skill or skills they're attached to. The Oblivion skill perks you get every 25 points are a good example of this.

4. Perks should not be automatic, when you are eligible for a perk it should be something you need to be taught. This would also give factions some extra purpose if they give you easy access to trainers, providing you're high enough rank. As alternatives you could allow skill trainers the option of training you in any perk that associated with their skill thus giving these people a bit more emphasis.

I like these two points. Oblivion went along the right lines of giving you perks as you gain mastery, but it was all too sudden. I'd rather either gradual development of perks, or a training regime as you suggested.
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Jesus Sanchez
 
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Post » Thu Jun 24, 2010 2:37 pm

Why are there so many threads about Fallout gameplay elements?
Have you people never played a TES game before??
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matt
 
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Post » Thu Jun 24, 2010 11:28 am

We have perks already birth signs and race and such not like the mysterious stranger in Fallout
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Mr.Broom30
 
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Post » Thu Jun 24, 2010 8:32 pm

Why are there so many threads about Fallout gameplay elements?
Have you people never played a TES game before??


It's natural that people talk about bringing succesful elements from previous Bethesda game to the next one, regardless of the setting. Just like a lot of elements of Oblivion were brought over to Fallout 3. And a lot of people who discussed them had not played any Fallout games before.
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Chloé
 
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Post » Thu Jun 24, 2010 12:07 pm

they should be rare, but exist.
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GLOW...
 
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Post » Thu Jun 24, 2010 2:52 pm

There's already perks linked to stats, race, birth sign.

Anything beyond that I'd prefer to be taught through trainers, and I'd prefer those perks to be rare and somewhat hard to find and hard to get. I don't really like a system where you simply pick and stack perks as you level. I could live with it in Fallout, but it would wreck a more traditional RPG experience imho.
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Cool Man Sam
 
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