Perks-Spend them or Save them?

Post » Fri Oct 22, 2010 4:49 am

But this happens naturally in the first place, tossing out 10 perks at once after saving them up would be like falling asleep being a complete [censored] and waking up being a master at somethign you have little experience with.

If you were able to save them and continue playing then you could raise all stats and just dump them in whatever, which goes completely against the perks/leveling being dictated by the things you do the most...not having to spend them would also basically destroy the point of having the skill caps in the first place.

And im sure they have a system in place so that if ur barely away from the cap(if there is one in the sense your thinking of) to not prevent you from taking what you want If youre going for the high end sword perks youll be using your sword the most anyways so it shouldnt be a problem, the point is your playing the way you like the whole way and that makes you who you are. Im under the impression that just the fact that youre using your sword more often than casting magic opens up the one handed perk tree which then zeroes in on the sword specific perks like was stated in the interview.

You people seem to just want a free max lvl with a fresh perk set that you can throw wherever, while at the same time NOT wanting to play your character to reach that set. People dont practice swordsmanship their whole life and then in an instant decide theyre actually super good at archery and learn a bunch of fancy new tricks.

Like todd said, you see a perk you like in the sword tree...you start using the sword more.



My point is that with so many perks available in the game a lot of these perks are going to be the replacement for attribute removal in some aspects. I.E. the +5% damage modifier that is hidden and ranks up. Everyone say's that is speculation but it is also the cheapest and most likley scenario. 180 perks + ranking to 280 perks. I can honestly say I really wouldn't want to spend my perks on a tree for certain aspects I don't want. It should be about SKILL progression not this damnable tree progression everyone drones on and on about. Basically If I want a single perk out of a tree set it as a skill requirement. Definately not a previous perk requirement or multiple perks as a requirement.
User avatar
Ana Torrecilla Cabeza
 
Posts: 3427
Joined: Wed Jun 28, 2006 6:15 pm

Post » Fri Oct 22, 2010 2:28 am

You would also have to complete several quests and visit multiple dungeons in order to achieve level 50. So to say it ruins replayability, is kind of silly, IMHO. Those levels are going to lock and those quests will be completed...to me, that would ruin replayability far more than the perks you choose.

Exactly, it ruins replayablility as you just said yourself. One way or another. I don't want to have exploits in a game, because I always end up using them. I want to start Skyrim from the begining when I make a new char. So I say no thanks for any ideas that have the potential of destroying the replayability for me. Note the invisible IMHO here.
User avatar
Melanie
 
Posts: 3448
Joined: Tue Dec 26, 2006 4:54 pm

Post » Fri Oct 22, 2010 1:07 am

Exactly, it ruins replayablility as you just said yourself. One way or another. I don't want to have exploits in a game, because I always end up using them. I want to start Skyrim from the begining when I make a new char. So I say no thanks for any ideas that have the potential of destroying the replayability for me. Note the invisible IMHO here.


But regardless there are going to be exploits in a game this large. There were for oblivion, morrowind, probably daggerfall and other previous systems. Once an idea becomes a system it will have loopholes and exploits. That is human nature. But I would much rather have more frreedom and choice rather than so many restrictions that it binds me to 1 or 2 skills when there are 18 in the game. I never cared for the replayability as these games tend to last long enough for maybe 3 playthroughs.
User avatar
SamanthaLove
 
Posts: 3565
Joined: Mon Dec 11, 2006 3:54 am

Post » Fri Oct 22, 2010 8:35 am

I think that if I am able to see all the perks during my first "perk choosing" option, there really is no need to "save up" perks because out of the many options, I am sure I will want at least one of the lower-level perks or begin on a certain path to obtain a higher level through it's respective tree.

I don't mind the idea of trees, nor basic skill sets. I've played many games that require skill selection from Mass Effect to Dragon Age, Fallout 3 and Oblivion and Morrowind.
Every time I started a game, I thought about how another system might have been better, but in the long run, each fit it's game in a way and made me play it differently.

If I have the option to save up my perk points, I probably won't, and I don't see the need to persuade others to do the same.
After looking at all the posts, videos and article links on the forum, I am very excited to see the final product on how this system will look (both for gameplay and aesthetically).
User avatar
Petr Jordy Zugar
 
Posts: 3497
Joined: Tue Jul 03, 2007 10:10 pm

Post » Fri Oct 22, 2010 7:42 am

My point is that with so many perks available in the game a lot of these perks are going to be the replacement for attribute removal in some aspects. I.E. the +5% damage modifier that is hidden and ranks up. Everyone say's that is speculation but it is also the cheapest and most likley scenario. 180 perks + ranking to 280 perks. I can honestly say I really wouldn't want to spend my perks on a tree for certain aspects I don't want. It should be about SKILL progression not this damnable tree progression everyone drones on and on about. Basically If I want a single perk out of a tree set it as a skill requirement. Definately not a previous perk requirement or multiple perks as a requirement.


I agree with you in that it should be a skill requirement and skill progression, but i dont think you should be able to save them...
User avatar
Dominic Vaughan
 
Posts: 3531
Joined: Mon May 14, 2007 1:47 pm

Post » Fri Oct 22, 2010 6:15 am

You are choosing to use the skills that you level and the perks available will be the result of your choices.

You all are saying that you are going to use skills that you don't want in order to be masters of what you do want later? That is not freedom of choice, that is flip-flopping and the inability to MAKE a choice on your own. The entire leveling system based on "learn as you use" is the definition of freedom of choice in progression. I honestly can NOT see how choosing to use a skill enough to level is not choosing to learn that skill. Perhaps there is some confusion about the definition of "choice"? Choice means that you decide to use one thing over another which is done by using a skill so much that you level it.

Please enlighten me as to how CHOOSING to use skills and leveling them is NOT choosing to improve the skills that you use?
User avatar
Ryan Lutz
 
Posts: 3465
Joined: Sun Sep 09, 2007 12:39 pm

Post » Fri Oct 22, 2010 3:44 am

You are choosing to use the skills that you level and the perks available will be the result of your choices.

You all are saying that you are going to use skills that you don't want in order to be masters of what you do want later? That is not freedom of choice, that is flip-flopping and the inability to MAKE a choice on your own. The entire leveling system based on "learn as you use" is the definition of freedom of choice in progression. I honestly can NOT see how choosing to use a skill enough to level is not choosing to learn that skill. Perhaps there is some confusion about the definition of "choice"? Choice means that you decide to use one thing over another which is done by using a skill so much that you level it.

Please enlighten me as to how CHOOSING to use skills and leveling them is NOT choosing to improve the skills that you use?


You are partially correct and incorrect. From my point of view let me try to clarify. I kinda ramble and shout because this new implementation frustrates me to no end.

I think unlocking perks should be SKILL based. They should not be unlocked by other perks that reside in the same tree. There are a few reasons for that. 1. If I want a "unique" perk out of a select discipline I dont want to burn up all of my perk points wading through a sea of perks that I honestly don't give a damn about.(More on this in a moment). 2. By going down the route of a "tree skill" system you are restricting gameplay from a certain standpoint(some may love being led by the hand down a select path but I don't). 3. A system like the "diablo" tree's or whatever you want to call them WILL be counterintuitive to the skill system. 4.IF they are indeed taking the path of a "tree perk" system they are pretty much downplaying one of the most important aspects of TES. The Skill system. If they are making these perks to be a buffer for the removal of some attributes along with some overpowered abilities at the end of a long and boring tree on ONE skill path they are going entirely the wrong way with this system. These perks should be something that defines your character even more and maybe add some cool flash to your style. NOT be the GoDoFRoxXoRz. I know Todd has said they "stole" the magic system from Bioshock but let's see how much intuition is put into the balance of the game while still making it fun. They could actually learn much more than dual wielding from the Bioshock series.

My greatest concerns: 1. BORING perks - I have been called out on the floor on this but I am standing my ground. The majority of these perks WILL be boring. Why? Because there are 180 +100. That tell's me that a LOT of these perks will be hidden modifiers like +5% firebolt damage. Basically it is to compensate for the removal of attributes. It's a sham and Bethesda can do better than that.

2. "OH I CAN DO THAT TOO!!" Every other (mostly western) so called RPG makers follow the same exact tree system. So often that it makes me sick. Bethesda could have still implemented perks but done it in much better fashion than aa button press and a shiny star pops up. The opportunity for more depth and more content lies just around the corner and they want players looking at the sky and the stars and not at the world around them.

I could list a few more but meh why bother. This is my greatest fear for Skyrim. I'm not saying it's the wrong path but they should at least take some good ideas and make their OWN path not follow everyone else. Bethesda is more than capable of it.

Will I buy Skyrim? Yup. Will I like Skyrim? Definately. Will I love Skyrim? Only if "Named Soul Gems" are back!
User avatar
Silencio
 
Posts: 3442
Joined: Sun Mar 18, 2007 11:30 pm

Post » Fri Oct 22, 2010 7:49 am

But regardless there are going to be exploits in a game this large. There were for oblivion, morrowind, probably daggerfall and other previous systems. Once an idea becomes a system it will have loopholes and exploits. That is human nature. But I would much rather have more frreedom and choice rather than so many restrictions that it binds me to 1 or 2 skills when there are 18 in the game. I never cared for the replayability as these games tend to last long enough for maybe 3 playthroughs.

It's easy to stop an exploit if you realize it is one before the game is out and I do not believe a game developer who sees an exploit would just be like "oh well, exploits are part of the game."
User avatar
patricia kris
 
Posts: 3348
Joined: Tue Feb 13, 2007 5:49 am

Post » Fri Oct 22, 2010 1:27 am

It's easy to stop an exploit if you realize it is one before the game is out and I do not believe a game developer who sees an exploit would just be like "oh well, exploits are part of the game."


Sometimes yes sometimes no. If it is a glaring systemic flaw definately. If it's a systemic glitch maybe not. Case in point crackdown. The upgraded truck eventually had the ability to do a charge jump. There was a glitch in the game where the charge actually made the truck stick to walls (spider-truck). This glitch was left in the game simply because it was "A pretty cool glitch". Now if Bethesda would have caught the "dupe" glitch in oblivion you can bet it definately wouldn't have made it to final product. But ask yourself this. Would you rather have a minor exploit in the game or a game breaking glitch I,E. "New Vegas: The coolest broken game ever shipped to public". I say leave the minor crap. Big picture I want a fun game that doesn't break down on me. For folks that have no self control whatsoever I urge you to try and get some. I don't want your mandates for restrictions getting in the way of my leisure time. In the end your building yourself a linear game. Go play a Bioware Quasi-RPG or something. The developers do listen and what they hear may be completely misinterperated.
User avatar
Poetic Vice
 
Posts: 3440
Joined: Wed Oct 31, 2007 8:19 pm

Previous

Return to V - Skyrim