Perks-Spend them or Save them?

Post » Fri Oct 22, 2010 5:32 am

I would prefer to spend them as I earn them. The argument of, "thinking hurts my brain" is not very compelling in a game designed around exploration. In an on-rails type game that would be fine because those lead you along so that you don't have to think anyway. You are limited to 10 perks for each skill anyway (I think?) so it is not like you will accidentally create a 1 trick pony with no room for later adaptation.

You can choose how you pick perks... so how is that forcing you to play in a certain way? Unless you feel the need to use specific skills no matter how you planned on developing the character. In that case the skill design is poorly made, not the inability to flip-flop on character development decisions.
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Naomi Ward
 
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Post » Thu Oct 21, 2010 4:59 pm

I'm all about choice. That's what TES is about. Freedom and Choice. Not to much on the reset idea. seems to break the immersion a bit. I AM up for saving them to assign them when you like. If you want to select the more unique perks rather than the shoddy hidden modifiers this is the best way to handle it.... or just remove the shoddy hidden modifier perks altogether(that aint happenin).

Those that hate on the saving idea.. here's an idea for you. "Don't Like it, Don't use it". That simple. It adds more choice for people that want more choice and by and large doesn't impact you shoulld you CHOOSE to not save them.
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Amber Ably
 
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Post » Thu Oct 21, 2010 7:32 pm

Haaaaa, spend it or save it.

Splendid.

Ideal would be keep it, and unbalance the game getting faster rewarding skill profiency, a la Diablo 2

Or spend it and get a gamestyle constricted to what you dont want and wish not be, nice shackles.

Now what is Bethesda path toward such dialem.


Now easylife want resets.....what will be the claim toward mainstraim ?
Which i win button will be cryed for ?
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Vickey Martinez
 
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Post » Thu Oct 21, 2010 7:56 pm

I would not call this a "casual" thing as many of the players of any MMORPG are just as "hardcoe" as Everquest's players. Modern EQ has submenus that list every single quest and mission and raid in the entire expansion anyway, but honestly sites like Allakhazam listed all that after the first wave of players found them in the past. Everquest's way of finding the right keywords may have some nostalgia value but it's more a product of antiquated 1990s design than any hardcoe or casual aspect. I am surprised to hear you can redo your stuff in most modern MMORPGs though. Honestly if that sticks it's probably better game design in the end, especially when people put so many hours into their characters. Leveling in a single player game is so much faster it's not as big of a deal.


IMO the reassigning of skills/perks is and pretty much should be exclusive to MMOs because its a group environment with different roles that are required to play because it is a group/social oriented game and its designed to be that way.

i would compare reassigning perks in skyrim to reassigning classes in MMOs

While skyrim on the other hand you are by yourself going through these adventures/trials and the way you choose to play sort of in consequence, shapes you into who you are, choices and consequences being one of the main philosophies of the game. Seems to me that feeling wouldnt be there right from the start if you knew that what you did really didnt matter at all, say "Oh ive been training to be extremely skillful with my blade in shield forever, have fought many battles to gain my immense knowledge and experience with the blade" but then when you go against enemy blah blah you feel like itd be easier if you blinked your eyes and wrinkled your nose and magically you have the knowledge of a highly trained mage and you forgot what youve were doing for the past X years.

Also theres the sense of accomplishment after you completed something but you were the underdog for once because say you chose the path of two handing berserker and the quest would have been much easier as a mage. Then later on you tear through something because it was geared to be slightly in your melee favor.

EDIT: id like the idea of maybe saving up the first 5 and then after that after that you had to spend them or you couldnt accumulate any more unless you spent them.
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Ann Church
 
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Post » Fri Oct 22, 2010 2:02 am

Why should you be forced to make multiple characters? They've made it perfectly clear they aren't trying to force people to play in one way. If you want to make many characters well fine do that! If you want to make one character and max all characters fine you can do that also, even if you can't get all the perks. They aren't going to design the game to try and force people to play through with multiple characters, nor should they. This is a single player game after all. You need only worry about how you want to play, and absolutely nothing stops you from making multiple characters.


I would not call this a "casual" thing as many of the players of any MMORPG are just as "hardcoe" as Everquest's players. Modern EQ has submenus that list every single quest and mission and raid in the entire expansion anyway, but honestly sites like Allakhazam listed all that after the first wave of players found them in the past. Everquest's way of finding the right keywords may have some nostalgia value but it's more a product of antiquated 1990s design than any hardcoe or casual aspect. I am surprised to hear you can redo your stuff in most modern MMORPGs though. Honestly if that sticks it's probably better game design in the end, especially when people put so many hours into their characters. Leveling in a single player game is so much faster it's not as big of a deal.



MMOs are socially driven games and requiring players to spend days creating a new character that is similar only with points placed differently would isolate players from those they developed bonds with. Players would have to find new people to group with during the leveling process...
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Laurenn Doylee
 
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Post » Thu Oct 21, 2010 8:40 pm

Depends. Will we auto level? Will we still need to sleep? Say you meet the requirements for X perk, but you dont sleep to level up. You meet even more requirements to access a higher perk without leveling. Will the perk availability be capped at your time of the level up? Are perks in a way that only a certain tier can be taken at any time before you can jump to a higher tier?

All fit into the "Can we, or should we be able to save a perk?" inquiry.
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Lexy Dick
 
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Post » Fri Oct 22, 2010 4:16 am

I don't think saving them creates too much imbalance, as you'll still have to follow a tree. In other words, you won't be able to save all the best perks and choose them all towards the end. You'd still need low level perks, in order to get the better ones. My point is this, if you blow, one of 50 perks on something you later regret, there's no way to fix that. Someone a lot wittier than myself, said they could forget something and learn something new any time they wanted. That's very true.

I just see it as problematic, if you level and think smithing is going to be central to your character. You take a perk that furthers that skill. Later on, you find that there's a smith you can pay to make the same stuff you can make. Is that now going to be central to your character? Would you rather pay for things to be made and focus on other core skills? That's just one example, but obviously, this would apply to any skill/perk.
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Lyd
 
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Post » Thu Oct 21, 2010 3:08 pm

I dont see why folks disagree with this idea.

Imaging being a meele player and ready to pick a perk, only to find out that you meele skills is too low to get the warrior-type perks, and then you are forced to pick "Archery" or some other perk that is not the type for your character.

I like the idea of this guy.
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matt white
 
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Post » Thu Oct 21, 2010 10:16 pm

I must have worded that post wrong. I was essentially agreeing it's a bigger deal in MMORPGs than in a single player game.
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Dustin Brown
 
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Post » Thu Oct 21, 2010 3:51 pm

I dont see why folks disagree with this idea.

Imaging being a meele player and ready to pick a perk, only to find out that you meele skills is too low to get the warrior-type perks, and then you are forced to pick "Archery" or some other perk that is not the type for your character.

I like the idea of this guy.


Has it even been stated anywhere that your perks available for choosing are going to be restricted by your stats/skills? Im pretty sure i havent seen/read anything like that could you link me some info.
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Ricky Meehan
 
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Post » Thu Oct 21, 2010 8:20 pm

I don't think saving them creates too much imbalance, as you'll still have to follow a tree. In other words, you won't be able to save all the best perks and choose them all towards the end. You'd still need low level perks, in order to get the better ones. My point is this, if you blow, one of 50 perks on something you later regret, there's no way to fix that. Someone a lot wittier than myself, said they could forget something and learn something new any time they wanted. That's very true.

I just see it as problematic, if you level and think smithing is going to be central to your character. You take a perk that furthers that skill. Later on, you find that there's a smith you can pay to make the same stuff you can make. Is that now going to be central to your character? Would you rather pay for things to be made and focus on other core skills? That's just one example, but obviously, this would apply to any skill/perk.



Hence the option to save your perks for what you want. And I don't see why we shouldn't be able to cherry pick our perks out of a perk tree. What if I don't want the 5 perks associated with hidden modifier damage. All I want is the perk that allows me to cheap shot a giant in the groin(cool animation included)

Again. It should be all about choice. No few people should limit a persons playstle just becuase they like to play a certain way. If you have trouble resisting the urge to not be that "straight up archer" build and decide you want some alchemy instead perhaps another game would suit?
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Samantha hulme
 
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Post » Thu Oct 21, 2010 6:24 pm

Depends. Will we auto level? Will we still need to sleep? Say you meet the requirements for X perk, but you dont sleep to level up. You meet even more requirements to access a higher perk without leveling. Will the perk availability be capped at your time of the level up? Are perks in a way that only a certain tier can be taken at any time before you can jump to a higher tier?

All fit into the "Can we, or should we be able to save a perk?" inquiry.

Really? I thought you, out of all people, would be against this no matter what.
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Nikki Lawrence
 
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Post » Thu Oct 21, 2010 5:59 pm

Just rearrange your perks to best fit the current situation and hello mister Jack_of_all_trades.

"That sword fighting perk that added more damage to my strikes was sweet in that dungeon I just looted, but now that I'm selling my loot I'm kinda hoping I'd taken that mercantile perk. Oh, silly me. I can just switch em around and get the benefits from both of them."

So no reassigning or swapping the perks because it would be a pain to constantly move them around to best fit your current situation. And no, "don't like it, don't do it" isn't a valid argument concerning this subject.
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April D. F
 
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Post » Thu Oct 21, 2010 6:35 pm

Has it even been stated anywhere that your perks available for choosing are going to be restricted by your stats/skills? Im pretty sure i havent seen/read anything like that could you link me some info.


Well, I dont got a link, but you now, its one of those forum rumors!
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Nomee
 
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Post » Fri Oct 22, 2010 4:01 am

Really? I thought you, out of all people, would be against this no matter what.

I never said I was for, or against, but we need to know more about the system to know if its even plausible. I basically just posted a bunch of questions about the system.
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*Chloe*
 
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Post » Fri Oct 22, 2010 5:05 am

I never said I was for, or against, but we need to know more about the system to know if its even plausible. I basically just posted a bunch of questions about the system.

I just don't see anyway this could be a good idea.
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Joanne Crump
 
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Post » Fri Oct 22, 2010 5:35 am

I just don't see anyway this could be a good idea.


I thought at first allowing you to save up maybe say 5 maximum before not allowing anymore to be gained unless you spent those could be good but if you can see the entire tree from the beginning that sort of cuts out all the problems right from the start. As long as the descriptions of everything are well done i think what they have now would be perfect
no saving
no switching
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Tanika O'Connell
 
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Post » Fri Oct 22, 2010 5:01 am

I thought at first allowing you to save up maybe say 5 maximum before not allowing anymore to be gained unless you spent those could be good but if you can see the entire tree from the beginning that sort of cuts out all the problems right from the start. As long as the descriptions of everything are well done i think what they have now would be perfect
no saving
no switching

Yea, Todd said we can see the perk trees, so that aspect won't be a problem.
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Jessica Colville
 
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Post » Thu Oct 21, 2010 6:31 pm

But oblivion forced us to level certain skills to gain extra multiplyers in Attributes.

Now that they've fixed that, Skyrim now force us to level certain skills to unlock a perk!

I dont like the sound of that.
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Emily Martell
 
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Post » Fri Oct 22, 2010 6:54 am

Has it even been stated anywhere that your perks available for choosing are going to be restricted by your stats/skills? Im pretty sure i havent seen/read anything like that could you link me some info.

Actually, yes, Todd has come out and stated that perks will be unlocked by your skill level. So, prior perks + skill level, will unlock higher level perks.
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Mr.Broom30
 
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Post » Fri Oct 22, 2010 12:00 am

But oblivion forced us to level certain skills to gain extra multiplyers in Attributes.

Now that they've fixed that, Skyrim now force us to level certain skills to unlock a perk!

I dont like the sound of that.


I was under the impression that perks are completely seperate from your skills....pretty sure todd said you can still max out all your skills but you just have a limited number of perks.
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Annika Marziniak
 
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Post » Fri Oct 22, 2010 6:35 am

Actually, yes, Todd has come out and stated that perks will be unlocked by your skill level. So, prior perks + skill level, will unlock higher level perks.


Yes and no. Correct me if I am mistaken but I've never seen it stated that prior perks matter. So skill levels - yes, other perks affecting choice - no(presumption)
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sam westover
 
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Post » Fri Oct 22, 2010 1:10 am

Yes and no. Correct me if I am mistaken but I've never seen it stated that prior perks matter. So skill levels - yes, other perks affecting choice - no(presumption)


Some perks are in a tiered chain so that you have to place some in the prerequisites before you can access the final one, but the required perks will always be in the same skill tree.
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Robert Garcia
 
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Post » Thu Oct 21, 2010 11:53 pm

Some perks are in a tiered chain so that you have to place some in the prerequisites before you can access the final one, but the required skills will always be in the same skills tree.


Link to quote?
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Sophie Payne
 
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Post » Thu Oct 21, 2010 5:53 pm

I was under the impression that perks are completely seperate from your skills....pretty sure todd said you can still max out all your skills but you just have a limited number of perks.

I cannot for the life of me figure out the origin of this quote. I just remembered a part of it, googled it, and got 10+ site results with the full quote.

"You see a perk you like and say ‘I’m going to start using my sword more because I want that perk"

Todd Howard said this somewhere. I don't know in what interview.
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Eduardo Rosas
 
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