Perks. They can make each play-through a unique experience.

Post » Sat Feb 19, 2011 10:48 am

Just a reaction to the word perks in your title: I'd prefer not to see too much homogenization between TES and Fallout.

Would Traits work?
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lacy lake
 
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Post » Sat Feb 19, 2011 1:14 pm

Hot and Cold- NPCs do not "maintain" dispositions between 35 and 65, but rapidly decay towards those points. On the other hand, very high or low dispositions are exceedingly difficult to change.

I have decided that it would make an interesting environmental perk applied to a whole mad town, so that in this town all the people are somehow biased. This can be an invisible perk as well.

Blessed of Shor- Killing elves leads to temporary health regeneration, but elves will hate your stinking guts. Note: trait probably shouldn't be available to any race but Nord or Imperial, lore-wise. That said, it'd be hilarious to play with this trait as an Altmer.

Mask or Shor: While you wear the mask, it gives you a passive perk with the following effect:

Killing elves leads to temporary health regeneration, but elves will hate your stinking guts.

Dark of Soul- When your Infamy is higher than your fame, Speechcraft threats and intimidation actions are more effective (or less negative, if the NPC is inclined to react badly).

definitely a birthsign perk.

Charming Rogue- If you spend time in jail for theft, this perk boosts your speechcraft when NPCs have a responsibility less than 90. The effect grows larger with each week of jail time (for theft only- murders are less charming)

Quest reward perk:

If you manage to be thrown into a specific jail, you could meet with an old and sneaky guy with just a single tooth hanging in front of his mouth, who tells you that he can teach you a trick, if you would...

More racial perks:

Agronian - passive sea life below PC level - naturally increased h2h damage

Khajiit - lessened fall damage - naturally increased h2h damage

Bosmer - passive wildlife below PC level

Imperial - 2nd attempt at speech checks

Breton - quicker casting - 0-50 pt shield when mana is depleted 25-0% (2 pts shiled per % under 25), timed for 30 seconds or refilled mana and not restricted to once per day.

Altmer - quicker casting - better spell tracking (granted spells track enemies in TESV instead of straight shot), does not apply to enchantments.

Dunmer - Sound awesome again?

Nord - Thunder-fist (small shock damage added to h2h at under 25% fatigue)

Redgaurd - Adrenaline Rush when combat is with 2+ opponents

All seem nice perks. Added!
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electro_fantics
 
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Post » Sat Feb 19, 2011 12:46 am

What is magic effectiveness that could be raised by ten points? :confused:


Well, Oblivion introduced the ideda of magic effectiveness. Although a good idea (like many others), it was not well implemented (like many others). In Oblivion your magic effectiveness is only reduced by wearing armour and streatches from about 80 to 100. What I would love to see is this idea expanded. Like there are far more things that can change your magick effectiveness. One of them could be a quest award perk (or probably even an item perk). I would like to see intelligence to play a role for example. I'd like to see spells that both increase or decrease it. And i would love to see much wider range. Something like 50 to 150 or some such.

Hope this explains it a bit.
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quinnnn
 
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Post » Sat Feb 19, 2011 10:25 am

Well, Oblivion introduced the ideda of magic effectiveness. Although a good idea (like many others), it was not well implemented (like many others). In Oblivion your magic effectiveness is only reduced by wearing armour and streatches from about 80 to 100. What I would love to see is this idea expanded. Like there are far more things that can change your magick effectiveness. One of them could be a quest award perk (or probably even an item perk). I would like to see intelligence to play a role for example. I'd like to see spells that both increase or decrease it. And i would love to see much wider range. Something like 50 to 150 or some such.

Hope this explains it a bit.

Thanks, now I understand.

Those seem like good ideas, but they do not need perks to implement and spell effects, enchantments, and abilities are enough for them.
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Tom Flanagan
 
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Post » Sat Feb 19, 2011 4:09 am

Assuming Bethesda has places where a stat needs to be a certain level to perform an action or pass a dialogue check...

Gentleman's C- When facing an intelligence skill check, you get to use the higher of INT or (.75 * PER) as your INT value. I'm thinking not so much for direct use, just "stat checks".

Work Smarter, Not Harder- When facing a STR check, if INT is higher than STR, use the average of the two stats as STR.


And for my own custom class, I'd be pleased if there were a perk that allowed for magicka-driven sprinting. (Items could boost the sprint speed, but it really wouldn't fit with the relevant backstory to make the actual ability an item-bound one...)
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R.I.p MOmmy
 
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Post » Sat Feb 19, 2011 2:17 am

Daggerfall's advantage/disadvantage system was the best. I wish they would add it to future games. Unfortunately I know that anything cool such as this and climbing won't be implemented. The best things never are. We'll probably get a dialogue wheel with emotions instead.
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Erika Ellsworth
 
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Post » Sat Feb 19, 2011 12:07 am

I like your ideas on racial abilities that actually are valuable past level 5. As is the different races biggest differences by level 15 is the textures shapes and color of your avatar. I know they like be anything and everything if you want, but I would like each race to feel different maybe stat multipliers for examples Orcs have a 1.2 strength multiplier, but have a .85 personality. So if all characters start with 35 in all stats then Orcs will have 35*1.2=42 strength and 35*.85=30 personality. Orcs can then have a maximum 120 strength, but personality maxes out at 85. Anyways somehow make each class feel different than the next throughout the entire game.
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Micah Judaeah
 
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Post » Sat Feb 19, 2011 1:18 am

Daggerfall's advantage/disadvantage system was the best. I wish they would add it to future games. Unfortunately I know that anything cool such as this and climbing won't be implemented. The best things never are. We'll probably get a dialogue wheel with emotions instead.

I don't mind an advantage/disadvantage system, provided it's done well. The problem I have with most such systems is that the disadvantages tend to outweigh the advantages, which tends to get annoying quickly. This is especially noticeable in games where the PC not only has to handle all NPC interactions but do a lot of the fighting as well, since the A/D system tends to heavily favor one over the other in any given trait which leads to 'forced selection' during character growth in order to try to counter the penalties.

That said, such a system does tend to lend itself to highly specialized characters, which is something I consider essential from a RP point of view.
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sarah taylor
 
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Post » Sat Feb 19, 2011 1:09 am

OK, I've updated the "Birthsign Perks" section. and would appreciate your comments and suggestions.
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Trish
 
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Post » Sat Feb 19, 2011 3:19 am

The thief: You start out with a 5% chance to not break your lock pick when you are not successful. Every 3 levels you gain and extra 5% chance.
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Sara Lee
 
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Post » Sat Feb 19, 2011 3:06 am

The thief: You start out with a 5% chance to not break your lock pick when you are not successful. Every 3 levels you gain and extra 5% chance.

OK, added to the "Birthsign Perk" section.
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Loane
 
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Post » Sat Feb 19, 2011 4:09 am

WOW I likezz

OK my turn:

1-Flame wielder: all fire damage spells gain an additional damage over time effect.

Note: the flame wielder opens up additional fire spell related perks:

2-Flame control: all projectile fire spells (fire ball, fire bolt) can now be guided in mid flight if you keep pressing the cast spell key.

3-Fire blast: you like fire so much you are learning how to generate it from within, when this spell is cast a ring of deadly fire explodes from the casters body knocking, burning, and igniting all targets around him/her.

4-Flame affinity: You gain some resistance to fire magic effects, and when you use fire magics your spells cost less magic energy.

5-Fire storm: the caster creates a small orb of concentrated flame energy a few meters ahead of him (or targetable if possible) when the orb reaches critical mass it will explode causing massive fire damage in a wide area of effect and it knocks targets to the ground as well.

6-Greater fire balls: your fire ball spell is now more powerful and it can also knock small targets around when it explodes.

7-Dragon blast: a wave of fire blasts forward from the caster in a conic pattern burning all targets that are caught within it.

8-Flaming touch: your fire touch spell has more damage and has a chance to light the target on fire for an extended period of time.

9-Fire drinker: when you have more than one enemy on fire, you start to regenerate magic a little faster.

10-Implode: a very powerful spell that has a very good chance to kill target from a single cast, if the target dies he will explode and damage all targets around him.

ALL this spells have a cool down to prevent abuse and easy mod.

just a little idea that's all :P
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Franko AlVarado
 
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Post » Sat Feb 19, 2011 1:48 am

I'd really like to see perks give unique touches to characters. But I don't like them being used as a balancing tool. For example, instead of limiting characters by perks, limit the endless skill/attribute gain. Just put a cap on the total gained attributes, and limit minor skills to not be higher than your 5th or 6th best major skill. That way, people actually have to make choices within the attribute/skill system to stop every character from being the same, without needing specific perks to make an effective character. That would just make attributes and skills even more redundant.

The kind of perks I would like to see is for example a healer perk, which gives 50% extra effect to healing (and maybe shielding) effects on allies. It would require a lot of restoration skill and high personality.

Or a necromancy perk that adds 50% duration to conjuring undead and would require 20 infamy and 50 conjuration skill.
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Thema
 
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Post » Fri Feb 18, 2011 11:40 pm

WOW I likezz

OK my turn:

1-Flame wielder: all fire damage spells gain an additional damage over time effect.

Note: the flame wielder opens up additional fire spell related perks:

2-Flame control: all projectile fire spells (fire ball, fire bolt) can now be guided in mid flight if you keep pressing the cast spell key.

3-Fire blast: you like fire so much you are learning how to generate it from within, when this spell is cast a ring of deadly fire explodes from the casters body knocking, burning, and igniting all targets around him/her.

4-Flame affinity: You gain some resistance to fire magic effects, and when you use fire magics your spells cost less magic energy.

5-Fire storm: the caster creates a small orb of concentrated flame energy a few meters ahead of him (or targetable if possible) when the orb reaches critical mass it will explode causing massive fire damage in a wide area of effect and it knocks targets to the ground as well.

6-Greater fire balls: your fire ball spell is now more powerful and it can also knock small targets around when it explodes.

7-Dragon blast: a wave of fire blasts forward from the caster in a conic pattern burning all targets that are caught within it.

8-Flaming touch: your fire touch spell has more damage and has a chance to light the target on fire for an extended period of time.

9-Fire drinker: when you have more than one enemy on fire, you start to regenerate magic a little faster.

10-Implode: a very powerful spell that has a very good chance to kill target from a single cast, if the target dies he will explode and damage all targets around him.

ALL this spells have a cool down to prevent abuse and easy mod.

just a little idea that's all :P


I like the idea, but I think it was a little over-the-top.
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flora
 
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Post » Sat Feb 19, 2011 9:44 am

Vadagar those are cool, but most of them seem more like full blown spells for Fire/Destruction rather than simple perks. Tho they would be awesome spells to learn :)


Interesting perks you can chose for each skill as you level the skill up would be far better than Oblivion's perk system.
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Jessica Colville
 
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