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

Post » Sat Feb 19, 2011 7:47 am

Here are my visions for perks in future games:

Perks are special functionality/behavior/characteristic that a player can start with or gain because of advancing in a skill, holding a special item, completing a special quest, standing in a special place and doing a specific action, and so on...

  • They can make each race special with individual characteristics that do not fade as one grows.
  • They can make each stock or custom class a valid and strategic choice for character creation.
  • They can make each birth sign a valid and strategic choice with lasting effects that would not gradually fade away.
  • They can make advancing any skill a strategic choice, especially if well designed, and if one could not become a master of all skills.
  • They can make unique items and relics even more unique, which would keep their usability for even more time.
  • They can result in more exciting quest rewards. Special rewards that could not be obtained by any other means.
  • They can result in special places, or environmental effects, that would give the player characters temporary special powers.
  • They would give the game designers new options to reward the players for their choices, limited only by their imagination.


In fact the whole game can be made around a unified perk system that integrates all the actions into a single rule set, so there is no difference between picking a lock, casting a fireball spell, conversing with people, bashing some skulls, or using a device, and so on...

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Racial perks:

TES games are great RPG games, and they have some great characteristics, and some flaws, which keep the games from being just perfect.

One of the flaws is that any race choice affects the game-play only at the beginning, and as the player character grows in power, the effect of his race gradually fades, and it does not matter what race you do choose, your character at the later stages would mostly feel the same, reducing some replay-ability that could have been avoided.

But if each race had some perks/traits that could not be obtained otherwise, then it would always keep its flavor, no matter how much you developed your character, for instance:

Bosmers could have better stealth in the woods, and when using the bows to fight, they could start their second shot sooner than any other race, the third one just a little bit sooner, but the fourth one is like any other race, but after a little bit of cool down, they would become their agile self again.

Orcs could dual-wield weapons with less penalty for the off-hand weapon, and they could charge into a fight, and use their inertia for a huge initial damage.

These are just example which I give for inspiration, and hope some of the developers take a look, and if you can think of some interesting perks for any race, playable or not, please post them in this thread, so that we could have a nice collection for them to look at.

The format can be like this:

Racial perks:

Nords could throw any one handed weapon to make huge damage at a distance, and they could always retrieve those weapons later, but this action could damage those weapons more than just fighting with them.

Notice that we can define left mouse to trigger the default action of the item in our right hand, and the eight mouse button to trigger the default action of the item in our left hand, no matter if it is a weapon to wield/parry, or a shield for block.

And we could define other keys or the middle button for any available perk action, like throwing the axe in the left hand, and so on...

And the mouse wheel could cycle through available perk actions for that defined key or button.

And notice that spells could be obtained perks for any magic skills, learned from masters or spell tomes, or made by the help of the spell creation device/perk.

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Class specific perks:

Again, in the previous games, like the choice of races in the character generation phase, choice of the classes would become insignificant in the later stages of the game, and here is how to avoid that:

Each character class could have a few special perks not available elsewhere, and also a weapon/spell class of choice, so they could wield/cast them a bit faster than other classes, lose fatigue/magicka a little less, and also develop their related skill a bit faster, for instance:

Class specific perks:

Necromancer:

Spell class of choice: Conjuration-->Necromancy, so they would summon undead a little faster than other classes (less time preparing the spell with the animation and visual effects), they use less magicka conjuring undead, and they gain more conjuration experience when summoning undead.

Additional perks: All the perks under the necromancy perk, function as if you have 120% of your actual conjuration skill, so you could learn new perks/spells sooner, and cast more powerful spells, so when your conjuration is at level 25, you could learn necromancy perks that require level 30 conjuration, and cast them as if you actually have a level 30 conjuration.

Barbarian:

Weapon class of choice: Axe-->One handed axe, so they could wield one handed axes a bit faster than other classes, and lose less fatigue doing so, and develop their axe skill a bit faster when wielding one handed axes.

Notice that barbarian nords would make interesting characters, especially if naked. :frog:

Additional perks: Walks faster on rocky terrain, and has the unique perk of War-Cry to add more confidence to companions and frighten the enemy at the same time.

As for custom classes, you could create them like any stock class, and you would select a weapon or spell class of choice, and could select another perk from a list of available generic class perks.

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Birthsign perks:

These are what I suggest for birthsign perks that would keep their flavor forever, but the actual suggested numbers might need a bit of tweaking for balance.

Please add your comments or suggestions about those perks, thanks. :whisper:

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The Serpent:

You are tha-poison-master.
  • All the poison damage that you inflict on the opponents is increased by 15 percent and that additional damage could not be resisted.
  • +10 speed
  • +10 agility
  • +1 sun damage
  • Active birthsign perk: Shadow Shield --> prevents sun damage for 6 hours, and recharges after the next sarcophagus sleep of 2 hours at least.

Great for backstabbing poisoned dagger wielding assassins, or the ones who want to become a vampire eventually.

=== === === === === === ===

The Warrior:

You are better attacker when you are close to the target.
  • All melee attacks would inflict 10 percent additional physical damage that could not be resisted.
  • +10 strength

Great for any tank type who likes to be up front dealing melee damage.

=== === === === === === ===

The Mage:

You are a fearsome spell caster and damage dealer.
  • Any offensive spell effect is 10 percent more effective and that additional effect cannot be resisted.
  • 50 percent of spell effect power cannot be reflected.
  • Cannot absorb any spell effect.
  • -20 percent total health
  • +10 will power

Great for the nuke type characters who like to deal damage by casting offensive spells.

=== === === === === === ===

The Atronach:

You can cast a lot of spells at one stand but need to recharge the power by unconventional means.
  • +50 percent more magicka
  • +50 percent absorb magic spell power, so you absorb half the power of any magic cast at you as magicka for yourself.
  • Stunted magicka, so that you cannot gain magicka gradually in time.

Great for any kind of spell caster who likes lots of magicka and does not mind using potions to regain them, or any fighter type who likes the extra protection from magic spells.

=== === === === === === ===

The Ritual:

You are the purifier of life.
  • Any damage dealt to undead has a chance of causing them to flee, depending on the percentage of un-health taken from the target.
  • +10 percent of the un-health taken from the undead is absorbed as health, fatigue or magicka in each attack, for self and companions, whichever is lower for each person.
  • Active birthsign perk: Purify --> An area effect spell that confuses all the affected undead below your level for a while and damages vampires, and recharges at the next chapel altar. Confused undead might attack anything nearby, seat down covering their face or just wander blindly and fall down the pits. Vampires and Liches do not get confused more than a few seconds, and while confused they just stand with weapons or spells ready to cast.
  • You can not summon any type of undead, and they hate your guts anyways.
  • You can not become an undead yourself, like vampire or lich and so on...

Great for any type of vampire hunter and necromancy hater out there.

=== === === === === === ===

The Thief:

You can pick your targets one by one without being noticed.
  • +50 percent more sneak attack damage.
  • +10 Luck

Great for any assassin, stalker or cleaner type of character.

=== === === === === === ===

The Shadow:

You are great at infiltrating hard to enter places.
  • When standing still, you gradually blend into your surrounding landscape, and the less light on the spot the faster you do it, and this effect is added to your sneak effect.
  • The first physical action after that will gradually but rapidly diminish the shadow effect.
  • Active birthsign perk: Distract --> a unique and silent spell that makes noise at the target destination, distracting nearby characters and monsters. Recharges after about 10 seconds.
  • +10 Agility

Great for any character who likes nocturnal missions.

=== === === === === === ===

The Tower:

You are great at sensing nearby danger or treasure.
  • You see surrounding notable danger or treasure in the local map or HUD mini-map.
  • The notable parameter depends on the level of the character and the amount of the danger or treasure.
  • And the distance that they show depends on the target's concealment power or the treasure's importance.
  • So the less important notable treasures will show themselves at larger distance than the more important ones.
  • When near enough to the treasures or the danger, you might see visual or hear vocal signs about the nearby target.

Great for any character who likes treasure hunting in dangerous places.

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Skill perks:

Perks for skills are good choice even if those were not implemented right in Oblivion. They give the drive and motivation to advance, and instant satisfaction of a sensing difference at key points, but they should not be like divine gifts as you advance to a level of the skills.

Instead they should be as lessons from a master, like this:

In the course of the game, you find a master of security skill, and she would tell you I know a way to open Archaic locks, for both doors and chests, and I could teach the way to you, but you are still to in-experienced to be able to learn that, come back when you are ready and I will teach the trick to you.

After that the "open archaic locks" perks is added to your perk hierarchy page, but it is discolored and cannot be used, and when you click on it, a scribed scroll opens to show you your notes about that perk, and it would show a brief description for the perk, a minimum required level of 40 for security and the name and general address of the known master teacher(s) for that perk.

And when you finally reach the required security level of 40 for that perk, you could return to the master and learn how to open archaic locks after that. Quite a goal and reward for trying to advance your security to that level, and quite a satisfaction when you finally can open those locks in your next dungeon crawl.

Those locks require you to know how to open Archaic locks, but depending on their complexity, they might require a minimum security skill level as well, so it might seem like you are getting more skilled in opening those type of lock as you advance your security skill.

So when you learn a perk, you could perform new action, or you would gain new characteristics, and with advancement of the related skill and attributes, those perks become more effective, so we can say that we are getting better at them.

As another example, I want to repeat my old post for another perk, "Head Chop" for the skill, Long Blade. You can learn the trick from a master, and after that when you fight with a long blade, there is a chance that the head chop move is triggered, so the camera is changed to 3rd person view, and the action becomes slow-motion, and your character starts to spin on the foots and try for the neck of the opponent, and if the opponent could not dodge or parry successfully, he would take a massive amount of damage, and there is a chance of instant-kill, depending on your and his attributes and your long blade skill, and his primary defensive skill, like block, dodge, or parry.

If after the head chop move, your opponent's health is dropped to zero, or if the instant-kill effect is triggered, then you would see in a slow-motion, as the head thrown into the air and the body crumbles after a while.

But some significant/boss/huge/high level monsters could be immune to instant-kill moves, so you would only gain the added damage potential, when fighting them.

Those skill perks are like a hierarchy tree and some of them depend on others, so you need to know one to be able to learn the other, like the need to know how to dual-wield weapons in order to be able to perform the dual-weapon parry/attack combination trick.

And they could have some other requirements, like skill level or attributes, and so on...

Also those lessons should be quite expensive, and the more advanced the perk is, the more expensive it should be, so that in later stages of the game, we know where to spend our gold, and it would become a goal of the game, to gather enough gold in order to be able to pay for that new and attractive tricks, and when one spends gold to learn a new advanced tricks, one would be satisfied with the achievement.

In the end, for an integrated system for any action in the game, all the actions could be as visible or hidden perks, for skills, items, positions, and the like. Even spells can also be as skill perks for magic skills, and could be learned like any other skill perk from masters, or they could be made by a master or ourselves, and be added as new perks for our magic skills, and like any other perk, their effectiveness could be extended as we advance our related skill and attributes.

So when you learn how to throw a fire ball, we could start to throw some small ones, but as we advance in destruction and will power, then our fire balls would start to grow in size and power, but this power growth is a dampening one and the power of our fire-balls could not exceed their defined limit, so that we would have to learn more powerful spells after that, like "Infernal Wave" for instance.

I hope we can develop a list of great suggested perks(including spells) for suggested skills(old or new), for example:

Skill perks:

Conjuration-->Necromancy: you can raise undead, requires level 20 conjuration, and 35 intelligence, and the lesson needs 2500 gold and two human hearts that you have extracted yourself, one of an innocent and one of a villain, and a soul-gem filled with a "Twilight ghost", and so on...

Conjuration-->Raise skeleton: you can raise a skeleton from the remains of any corpse nearby (decorative or fallen foe), or conjure some weaker ones from the ground, requires 20 conjuration, and 35 intelligence, necromancy perk, and the lesson needs some bones and 400 gold.

Notice that learning necromancy is a lot more expensive than learning how to raise skeletons, because the necromancy perk is the gateway to learn a lot of new perks, and opens up a whole new world for the player, so it is harder to learn and requires more specialized items, and is more expensive and time consuming to learn.

Furthermore you could have to learn it at stages, so it can act like a quest, in which the master sends the player for the human heart extractions, and the "twilight ghost" and the lot, but to learn how to raise skeletons, you only supply the bones and the gold and be done with it.

Those perks do not advance themselves, but their related skill and attributes do, and it seems that you are becoming more efficient in those perks, so as you advance your conjuration, you might seem to advance in necromancy, because you can learn more advanced necromancy perks, and also as you advance in conjuration, it seems you are advancing in raising skeleton perk, because you could raise more powerful skeletons, with better equipment.

If you have chosen necromancer for your character, then all the perks under the necromancy perk, function as if you have 120% of your actual conjuration skill, so you could learn new perks sooner, and cast more powerful spells, so when your conjuration is at level 25, you could learn necromancy perks that require level 30 conjuration, and cast them as if you actually have a level 30 conjuration.

The same thing for instance can apply to the "Evoker" class and summoning elemental beasts, and so on...

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Item specific perks:

We could have some really unique items and relics with the help of item perks, so that with their help you could really perform some unique feats, instead of just some added scripted spell effects.

When you equip the item, a new perk would be added to your available perk list; some can have instant passive effect on yourself like constantly reducing the negative effect of the spells currently affecting your body; and some could add an active perk that you could chose to use as the current perk action, for example:

Item specific perks:

Robe of Cleansing: When worn, adds Cleanse Body perk that would constantly but gradually reduce the negative effect spell effects on your body until they disappear, so that drain strength effect gradually becomes weaker and weaker until it is gone, or that long-time poison effect. Great for keeping the increasingly more severe negative effects of unheeded diseases at bay, and so on...

Praesuram: A unique bow which adds an active perk called "Triple Shot" when equipped. You could use the default bow shot or use the new perk action to shoot triple shots when needed, one at center and two at sides with a small difference in the angle of their trajectory. Each shot would have 70% effectiveness of a normal shot but if you manage to hit a target with all the tree shots, the damage sum would add to more than twice the initial damage level.

Quite a strategic bow, as you could use the normal shot for long distant targets, and switch to the triple shot as they close their distance with you and become a threat, or usable when shooting at a group of low health monsters, sticking together.

I would define the perk action on the middle button, so you would shoot normally with left button, but switch to middle button when needed.

Angel Wings: A unique cape that adds a passive perk effect when you are in the midair more than a second, and it would capture the air in its folds and spread like wings to help you glide smoothly for a distance, and adds an active perk action that would shake the cape like a flag in a gale to propel you ahead, for a little more distance.

Quite a strategic tool for when you want to avoid those barriers/dangers ahead and glide over to land at some distance behind them, if you could find a high rock or tower nearby.

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Quest reward Perks:

Anybody who has played Fallout 3 and conquered the town captured by those giant fire ants knows what is a quest reward perk, but for those who have not, they can be unique perks that are only acquired through some specific quests, as the end or side reward, like the permanent effect of a rewarded unique potion, or the side effect of being the subject of an environmental effect on your body, or learning of a new trick from a master that would not teach you the trick otherwise, this trick can be a skill perk or an individual unique perk.

Examples for this section would need thinking of a quest-line, so I would add them as I think of some, but the format can be like this:

Quest reward Perk:

There can be a quest-line about a lost soul haunting a young lady wherever she goes; and this quest can start like this...
... In the end you could consume the essence of that soul and gain a new power, like this... But I can develop on this theme later...

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Environmental perks:

There can be some altars that when you stand in their proximity, they would add you some passive or active perks, like the power to sit and concentrate to gain magicka and fatigue at increased speed, or they could add a passive power to add more force to your blows and shots, or an aura to your weapons or arrows to add more damage to the undead and so on...

For the last example, if you are a vampire yourself, don't go near one, or you would take gradual damage from that aura.

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In the end I would gradually post any perk in any category that comes to my mind, but I hope to see a lot of perks from your imagination that would be surely different from what I can think of, and the end result can be a vast collection of different perks in those categories.

Cheers. :disguise:
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SaVino GοΜ
 
Posts: 3360
Joined: Mon Sep 17, 2007 8:00 pm

Post » Sat Feb 19, 2011 2:27 am

Racial perks:

How to earn:
Select at character creation phase.

Bosmers could have better stealth in the woods, and when using the bows to fight, they could start their second shot sooner than any other race, the third one just a little bit sooner, but the fourth one is like any other race, but after a little bit of cool down, they would become their agile self again.

Orcs could dual-wield weapons with less penalty for the off-hand weapon, and they could charge into a fight, and use their inertia for a huge initial damage.

Nords could throw any one handed weapon to make huge damage at a distance, and they could always retrieve those weapons later, but this action could damage those weapons more than just fighting with them.

schnell olfy:

Orcs - Berserker[Passive perk] - when any Orismer is down to 1/3 rd health they go Berserk with a bonus to strength and resistance to physical damage and detriments to fatigue and agility.

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.

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

Redgaurd - Adrenaline Rush when combat is with 2+ opponents
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Shirley BEltran
 
Posts: 3450
Joined: Wed Jul 26, 2006 4:14 pm

Post » Sat Feb 19, 2011 8:18 am

Class specific perks:

How to earn:
Select at character creation phase.

Necromancer:

Spell class of choice: Conjuration-->Necromancy, so they would summon undead a little faster than other classes (less time preparing the spell with the animation and visual effects), they use less magicka conjuring undead, and they gain more conjuration experience when summoning undead.

Additional perks: All the perks under the necromancy perk, function as if you have 120% of your actual conjuration skill, so you could learn new perks/spells sooner, and cast more powerful spells, so when your conjuration is at level 25, you could learn necromancy perks that require level 30 conjuration, and cast them as if you actually have a level 30 conjuration.

Barbarian:

Weapon class of choice: Axe-->One handed axe, so they could wield one handed axes a bit faster than other classes, and lose less fatigue doing so, and develop their axe skill a bit faster when wielding one handed axes.

Additional perks: Walks faster on rocky terrain, and has the unique perk of War-Cry to add more confidence to companions and frighten the enemy at the same time.

Assassin: (original idea by Roadrunner)

Weapon class of choice: Short blade-->Dagger.

Active perk: Stealth Kill, use a dagger weapon, to kill a target stealthily and have time to move away before anyone nearby is alerted, the people around would not be alerted of the death immediately if the killing action was not in their direct line of sight, and only seeing the body might alert people that something is amiss.

Active Perk: Blend, if you have managed to shake off your pursuers, you could find a few people and blend into them to force the pursuers forget about your whereabouts. As long as you stay with the crowd, you are not seen as the target, and after a while they would loose interest anyways.
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roxanna matoorah
 
Posts: 3368
Joined: Fri Oct 13, 2006 6:01 am

Post » Sat Feb 19, 2011 12:17 pm

Birth sign perks:

How to earn:
Select at character creation phase.

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The Serpent: Poison Master

You are tha-poison-master.
  • All the poison damage that you inflict on the opponents is increased by 15 percent and that additional damage could not be resisted.
  • +10 speed
  • +10 agility
  • +1 sun damage
  • Active birthsign perk: Shadow Shield --> prevents sun damage for 6 hours, and recharges after the next sarcophagus sleep of 2 hours at least.

Great for backstabbing poisoned dagger wielding assassins, or the ones who want to become a vampire eventually.

=== === === === === === === === === ===

The Warrior: Fighter

You are better attacker when you are close to the target.
  • All melee attacks would inflict 10 percent additional physical damage that could not be resisted.
  • +10 strength

Great for any tank type who likes to be up front dealing melee damage.

--- --- --- ---

The Lady: Defender

You are better at handling incoming blows.
  • All the physical damage taken is reduced by 10 percent.
  • +10 endurance

Great for any character who is in the middle of fights taking physical damage.

--- --- --- ---

The Steed: Carrier

You are better runner, rider, driver and carrier.
  • Movement speed on earth is 15 percent faster than other people.
  • You can carry 15 percent more weight than others.
  • +10 speed

Great for any impatient character who do not like to waste his precious time.

--- --- --- ---

The Lord: Healthier

You are in better shape than others but cannot handle heat.
  • +15 percent total health
  • +15 percent total fatigue
  • +2 percent restore health per second
  • +100 percent weakness to fire

Great for any character who is usually in the middle of actions, taking damage and wielding weapons, especially for dunmers who can naturally resist fire.

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The Mage: Nuker

You are a fearsome spell caster and damage dealer.
  • Any offensive spell effect is 10 percent more effective and that additional effect cannot be resisted.
  • 50 percent of spell effect power cannot be reflected.
  • Cannot absorb any spell effect.
  • -20 percent total health
  • +10 will power

Great for the nuke type characters who like to deal damage by casting offensive spells.

--- --- --- ---

The Apprentice: Learner

You are a great learner of magic and spells.
  • +15 percent more magicka
  • You learn how to cast spells 15 percent sooner than other casters.
  • +10 intelligence

Great for magic casters who like to learn more powerful spells sooner than others.

--- --- --- ---

The Atronach: Capacitor

You can cast a lot of spells at one stand but need to recharge the power by unconventional means.
  • +50 percent more magicka
  • +50 percent absorb magic spell power, so you absorb half the power of any magic cast at you as magicka for yourself.
  • Stunted magicka, so that you cannot gain magicka gradually in time.

Great for any kind of spell caster who likes lots of magicka and does not mind using potions to regain them, or any fighter type who likes the extra protection from magic spells.

--- --- --- ---

The Ritual: Purifier

You are the purifier of life.
  • Any damage dealt to undead has a chance of causing them to flee, depending on the percentage of un-health taken from the target.
  • +10 percent of the un-health taken from the undead is absorbed as health, fatigue or magicka in each attack, for self and companions, whichever is lower for each person.
  • Active birthsign perk: Purify --> An area effect spell that confuses all the affected undead below your level for a while and damages vampires, and recharges at the next chapel altar. Confused undead might attack anything nearby, seat down covering their face or just wander blindly and fall down the pits. Vampires and Liches do not get confused more than a few seconds, and while confused they just stand with weapons or spells ready to cast.
  • You can not summon any type of undead, and they hate your guts anyways.
  • You can not become an undead yourself, like vampire or lich and so on...

Great for any type of vampire hunter and necromancy hater out there.

=== === === === === === === === === ===

The Thief: Cleaner

You can pick your targets one by one without being noticed.
  • +50 percent more sneak attack damage.
  • +10 Luck

Great for any assassin, stalker or cleaner type of character.

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.

--- --- --- ---

The Lover: Charmer

You are great at manipulating people around your little fingers.
  • +10 percent higher disposition from the opposite six
  • +10 percent higher disposition from the same race
  • +10 percent more disposition gain in the right situations
  • +10 percent less disposition penalty in any bad situation
  • +10 personality
  • -20 percent total fatigue

Great for any character who likes to manipulate people to do her wish.

--- --- --- ---

The Shadow: Lurker

You are great at infiltrating hard to enter places.
  • When standing still, you gradually blend into your surrounding landscape, and the less light on the spot the faster you do it, and this effect is added to your sneak effect.
  • The first physical action after that will gradually but rapidly diminish the shadow effect.
  • Active birthsign perk: Distract --> a unique and silent spell that makes noise at the target destination, distracting nearby characters and monsters. Recharges after about 10 seconds.
  • +10 Agility

Great for any character who likes nocturnal missions.

--- --- --- ---

The Tower: Seer

You are great at sensing nearby danger or treasure.
  • You see surrounding notable danger or treasure in the local map or HUD mini-map.
  • The notable parameter depends on the level of the character and the amount of the danger or treasure.
  • And the distance that they show depends on the target's concealment power or the treasure's importance.
  • So the less important notable treasures will show themselves at larger distance than the more important ones.
  • When near enough to the treasures or the danger, you might see visual or hear vocal signs about the nearby target.

Great for any character who likes treasure hunting in dangerous places.

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HeavyMetalArchmage:

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).
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Robert Bindley
 
Posts: 3474
Joined: Fri Aug 03, 2007 5:31 pm

Post » Sat Feb 19, 2011 9:43 am

Skill perks:

How to earn:
Skill perks are like new tricks for the skills that you could learn as you developed your skills, and they can only be learned from another person, a master, and those might require a minimum level for character, a minimum level for the skill, a minimum level for some attributes, and the lessons might require completing a quest for the teacher, you would have to pay the teacher in one way or another, mostly in gold, and you might need some items for the actual lessons.

Security-->Open archaic locks: you can open archaic type of locks, the more advanced locks require more advances security skill.

Long blade-->Head chop: When fighting with a long blade, you have a chance of performing the fatal move of head-chop on your opponent.

Conjuration-->Necromancy: you can raise undead, requires level 20 conjuration, and 35 intelligence, and the lesson needs poerforming a quest, 2500 gold and two human hearts that you have extracted yourself, one of an innocent and one of a villain, and a soul-gem filled with a "Twilight ghost", and so on...

Conjuration-->Raise skeleton: you can raise a skeleton from the remains of any corpse nearby (decorative or fallen foe), or conjure some weaker ones from the ground, requires 20 conjuration, and 35 intelligence, necromancy perk, and the lesson needs some bones and 400 gold.
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louise fortin
 
Posts: 3327
Joined: Wed Apr 04, 2007 4:51 am

Post » Sat Feb 19, 2011 4:16 am

Item specific perks:

How to earn:
Just equip the special item, but you have to earn the item first.

Robe of Cleansing: When worn, adds Cleanse Body perk that would constantly but gradually reduce the negative effect spell effects on your body until they disappear, so that drain strength effect gradually becomes weaker and weaker until it is gone, or that long-time poison effect. Great for keeping the increasingly more severe negative effects of unheeded diseases at bay, and so on...

Praesuram: A unique bow which adds an active perk called "Triple Shot" when equipped. You could use the default bow shot or use the new perk action to shoot triple shots when needed, one at center and two at sides with a small difference in the angle of their trajectory. Each shot would have 70% effectiveness of a normal shot but if you manage to hit a target with all the tree shots, the damage sum would add to more than twice the initial damage level.

Angel Wings: A unique cape that adds a passive perk effect when you are in the midair more than a second, and it would capture the air in its folds and spread like wings to help you glide smoothly for a distance, and adds an active perk action that would shake the cape like a flag in a gale to propel you ahead, for a little more distance. Quite a strategic tool for when you want to avoid those barriers/dangers ahead and glide over to land at some distance behind them, if you could find a high rock or tower nearby.


HeavyMetalArchmage:

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.
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Tanya Parra
 
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Post » Sat Feb 19, 2011 7:54 am

Quest reward Perks:

How to earn:
Depends on the quest, so you have to attend the related quest.


HeavyMetalArchmage:

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)

Sphagne: 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...


Environmental perks:

How to earn:
This has a very broad range of implementation, so all I can say is that it depends, but for example you have to stand near a shrine, or enter a cursed ghost town, or wait for a special kind of weather and then jump into a specific pool, and so on...


Tausig2:
There can be some specific dark places/sanctuaries that would grant you a chameleon equal to 1/2 of your sneak skill. (with a bit of changes) :)


HeavyMetalArchmage:

There can be a mad town that adds an invisible perk to you while you are inside it:

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.

This would make the people of the town very biased on their opinions of others.
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Kortknee Bell
 
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Post » Sat Feb 19, 2011 7:35 am

One of the better suggestions I've read about perks so far. Your list is quite comprehensive, so it is difficult (at this hour) to think of anything to add. One thing I really want Beth to avoid is the whole 'gain new perk every twenty-five levels' like they did with Oblivion. I think many of us bemoan the idea that a task is impossible at level 24, but becomes infallible at level 25. I especially like the direction you're going with necromancy. It would be a cool 'perk' to learn the ability to raise a fallen foe, but not until you've met some minimum requirements in (for example) conjuration, mysticism, and alchemy, and not until you've attained a certain rank within the Mage's guild (or equivalent) where a master of conjuration has to teach you the new skill for a hefty fee. At any rate, good job :thumbsup:
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Mrs shelly Sugarplum
 
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Post » Fri Feb 18, 2011 10:39 pm

Perks are always nice but TES is NOT Fallout.
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DeeD
 
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Post » Sat Feb 19, 2011 1:24 am

One of the better suggestions I've read about perks so far. Your list is quite comprehensive, so it is difficult (at this hour) to think of anything to add.

Thanks, but there are a lot of room for future suggestions:

You can say that you do not like my additional perks for Barbarian and suggest yours.
You can suggest your perks for any race, class, skill, or imaging your unique items, or places, and quest rewards...

One thing I really want Beth to avoid is the whole 'gain new perk every twenty-five levels' like they did with Oblivion. I think many of us bemoan the idea that a task is impossible at level 24, but becomes infallible at level 25.

Yes, those perks were not well developed and implemented, also I did not like the Fallout 3 style perks, except for the quest reward perks.

I especially like the direction you're going with necromancy. It would be a cool 'perk' to learn the ability to raise a fallen foe, but not until you've met some minimum requirements in (for example) conjuration, mysticism, and alchemy, and not until you've attained a certain rank within the Mage's guild (or equivalent) where a master of conjuration has to teach you the new skill for a hefty fee. At any rate, good job :thumbsup:

You have grasped the essence of these suggestions quite well, and this mechanism is not only for Conjuration, but for any perk that could act as a sub-division for a skill, like:

Conjuration-->Necromancy, Vocation...
Axe-->One handed axe, two handed axe...
Destruction-->Fire Magic, Frost magic...
Stealth-->Subterfuge, "Borrow"...

If you want to use that battle axe better, you have to learn how to wield "Two Handed Axes" (a perk for Axe skill), after that you could learn perks specific for that class of weapons.

But in the end, any perk learned from a master would require a similar approach, or the quest reward approach.
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Imy Davies
 
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Post » Sat Feb 19, 2011 11:09 am

What you are describing is D&D (I assume you are a player?). That being said, I wouldn't mind the system implemented, except that you couldn't have class perks. Most people make their own classes, so class perks would end up being the same as skill perks. Other then this, I think this is a pretty good system (if the perks you described themselves aren't all that imaginative.)

To show my support, I shall give to you a skill perk

Spell Channel (Destruction 35)
=-=-=-=-=-=-=-=-=-=-=-=-=-=

With this perk, you are able to convert any ranged spell into a touch spell by channeling the energy straight from your hand into their body. Because the spell is channeled directly into them, the spells effect increases by 120% and the duration increases by 105%
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M!KkI
 
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Post » Fri Feb 18, 2011 10:12 pm

Some class perks for the assassin would be nice, so that you would actually feel like an assassin.

One shot kills with the bow at a high enough skill level.
Stealth kills that don't alert guards.
Blending with shadows and crowds. ( Assassin's Creed ) Oh yeah, there are no crowds!
Instant kills with short blades at high levels ( back-stab).
Something like Mr Sandman from Fallout would have been cool in Oblivion ( Poor Rufio ).

Not very original I know but I think they would make a big difference when playing an assassin.
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Lily
 
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Post » Sat Feb 19, 2011 7:53 am

If "perks" are done, I'd really like a variation of Daggerfall's advantages/disadvatages system.

No matter what the perks are, I'd rather choose them right in chargen, with handicaps to balance them out. Rather than earn them as I level.

P.S. I don't think raising the dead should be a perk. It should be a spell to learn.
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Isabella X
 
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Post » Sat Feb 19, 2011 10:30 am

The perks can be a good thing in a game, but they are also dangerous. I fear that if the perks are too powerful the game might end up feeling as if the skills have very little influence and waht metters are the perks. Like this, TES V could very well end up being like DA:O (a great game in its own way), where you do not have skills per se, but only a "collection of perks" you are choosind depending on your level.
To prevent this, I think that perks in TES V should not concentrate on giving you new things, but they should rather expand on what you already have.

For instance while thinking about magic, I do not think I would like perks that allow for new spell effects that would not be attainable anywhere else. Well, one or two very specific spells maybe, but that should not be the idea of spell perks. What I would like to see are magic perks like:

- while casting "harmful spell effects" you have a chance that there will be an additional spell effect added that can hit either your target, any other NPC in the viscinity or you.
- your magic effectiveness (provided it exists in TES V and is better handled) is permanently increased by 10
- any elemental spell you cast has a 10% chance to pass through a resistance without being affected by it, no metter how high the resistance is
- while a spell that damages your health is casted on you, you have a chance that part of the damage done is done to your magicka instead of your helath
- the base success chance rate (provided taht we have a spell system like in Morrowind where you have a percentage possiblity to succeed in casting) is permantly rised to 3 (from initial zero), so that you have always a 3% chance to succeed in casting any spell and you also have a 3% higher chance of success on any cast
- if you fail to cast a spell (provided again that this is possible) only 75% of the magicka cost of the spell is used
- ...

Also, I do not think that we need a special perk/series of perks for every skill. I would rather see perks that influence several skills at once and of course require several skills at once. So for combat you could have a perk like this:
- you have a 5% chance that with each strike that successfully lands and does any damage the oponent will suffer an additional damage that will be 10% of the original damage over 10 seconds

This perk would, once learned, apply to any weapon you use form staves, maces and axes over daggers, longswords, dai-katanas to bows, darts and slings.

Otherwise, good idea!
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JUDY FIGHTS
 
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Post » Sat Feb 19, 2011 1:22 am

What you are describing is D&D (I assume you are a player?). That being said, I wouldn't mind the system implemented, except that you couldn't have class perks. Most people make their own classes, so class perks would end up being the same as skill perks. Other then this, I think this is a pretty good system (if the perks you described themselves aren't all that imaginative.)

To show my support, I shall give to you a skill perk

Spell Channel (Destruction 35)
=-=-=-=-=-=-=-=-=-=-=-=-=-=

With this perk, you are able to convert any ranged spell into a touch spell by channeling the energy straight from your hand into their body. Because the spell is channeled directly into them, the spells effect increases by 120% and the duration increases by 105%

Thanks for the support and the example perk, this is a start and I hope to see them coming. :wink_smile:

But I did not understand the problem with class skills, but let me describe them in more detail to see there remains a problem:

The system where each stock class has some individual perks that could not be found elsewhere is a way to encourage the players to select from the stock and pre-made classes.

There are two noteworthy facts, one is that I hope one can select a pre-made class, and keep the individual perks, but be able to tweak that class to fit his requirements, within the range that the class designer has permitted, so you could boost a skill while reducing another, and so on...

Second fact is that you could define your own class from scratch and select your skill boosts and the rest, then you could select your class's favored weapon/spell class, and then you could select the class's additional perk, from the list of available pre-made generic class perks that are provided to be added to a custom class, and you have made your own class.

This system encourages the usages of pre-made stock classes, because you could tweak them anyway, for a bit, and also their special perks would not be available in the generic list of class perks that you could select one from, for your custom classes.

By the way, I have not been a D&D player, but if I had the chance, I would have been, for sure, but I have played a lot of CRPG games, and I am a fanatic of RPG games.

Some class perks for the assassin would be nice, so that you would actually feel like an assassin.

One shot kills with the bow at a high enough skill level.
Stealth kills that don't alert guards.
Blending with shadows and crowds. ( Assassin's Creed ) Oh yeah, there are no crowds!
Instant kills with short blades at high levels ( back-stab).
Something like Mr Sandman from Fallout would have been cool in Oblivion ( Poor Rufio ).

Not very original I know but I think they would make a big difference when playing an assassin.

:shifty:

Class specific Perk:

Assassin:

Weapon class of choice: Dagger.

Additional perks:

Active perk: Stealth Kill, use a dagger weapon, to kill a target stealthily and have time to move away before anyone nearby is alerted, the people around would not be alerted of the death immediately if the killing action was not in their direct line of sight, and only seeing the body might alert people that something is amiss.

Active Perk: Blend, if you have managed to shake off your pursuers, you could find a few people and blend into them to force the pursuers forget about your whereabouts. As long as you stay with the crowd, you are not seen as the target, and after a while they would loose interest anyways.
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helen buchan
 
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Post » Sat Feb 19, 2011 12:48 am

Sneak Perk: peak into a window so you can anolyze who or what is in it without having to walk into the room or go into the doorway.
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Christine
 
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Post » Sat Feb 19, 2011 4:06 am

Woah, while I try to answer some posts, several other ones are posted.

If "perks" are done, I'd really like a variation of Daggerfall's advantages/disadvatages system.

No matter what the perks are, I'd rather choose them right in chargen, with handicaps to balance them out. Rather than earn them as I level.

P.S. I don't think raising the dead should be a perk. It should be a spell to learn.

As I have described in OP, all the game mechanics can be defined as a perk system, including spells, this unifies any action into one integrated rule set that could help with implementing new things.

So Raise Skeleton is a spell/perk that depends on Necromancy which is a perk for Conjuration skill.

The perks can be a good thing in a game, but they are also dangerous. I fear that if the perks are too powerful the game might end up feeling as if the skills have very little influence and waht metters are the perks. Like this, TES V could very well end up being like DA:O (a great game in its own way), where you do not have skills per se, but only a "collection of perks" you are choosind depending on your level.
To prevent this, I think that perks in TES V should not concentrate on giving you new things, but they should rather expand on what you already have.

For instance while thinking about magic, I do not think I would like perks that allow for new spell effects that would not be attainable anywhere else. Well, one or two very specific spells maybe, but that should not be the idea of spell perks. What I would like to see are magic perks like:

- while casting "harmful spell effects" you have a chance that there will be an additional spell effect added that can hit either your target, any other NPC in the viscinity or you.
- your magic effectiveness (provided it exists in TES V and is better handled) is permanently increased by 10
- any elemental spell you cast has a 10% chance to pass through a resistance without being affected by it, no metter how high the resistance is
- while a spell that damages your health is casted on you, you have a chance that part of the damage done is done to your magicka instead of your helath
- the base success chance rate (provided taht we have a spell system like in Morrowind where you have a percentage possiblity to succeed in casting) is permantly rised to 3 (from initial zero), so that you have always a 3% chance to succeed in casting any spell and you also have a 3% higher chance of success on any cast
- if you fail to cast a spell (provided again that this is possible) only 75% of the magicka cost of the spell is used
- ...

Also, I do not think that we need a special perk/series of perks for every skill. I would rather see perks that influence several skills at once and of course require several skills at once. So for combat you could have a perk like this:
- you have a 5% chance that with each strike that successfully lands and does any damage the oponent will suffer an additional damage that will be 10% of the original damage over 10 seconds

This perk would, once learned, apply to any weapon you use form staves, maces and axes over daggers, longswords, dai-katanas to bows, darts and slings.

Otherwise, good idea!

OK, those ideas seem really interesting, but if you could expand them a bit for more clarity, it would be great, and as for your last idea, some perks can be character level dependent instead of skill level dependent, and affect all the weapon skills, for instance something like a "Critical Strike" perk, that adds a chance landing a critical strike on the opponent with the effect that you described, for instance. :flamethrower:

Sneak Perk: peak into a window so you can anolyze who or what is in it without having to walk into the room or go into the doorway.

This is really an interesting idea, and could be implemented, but it is a bit hard, for instance each building can have some spectator positions that would allow you to watch the inside from those positions.

So when you peek into a window, the inside area could be loaded temporarily, and you would stand in the spectator position, and everything is frozen, including you, and you could return to your previous position with a mouse click.

I dont know if it is a good idea, but it is really interesting. :goodjob:
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naome duncan
 
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Post » Fri Feb 18, 2011 10:15 pm

If "perks" are done, I'd really like a variation of Daggerfall's advantages/disadvatages system.

No matter what the perks are, I'd rather choose them right in chargen, with handicaps to balance them out. Rather than earn them as I level.

P.S. I don't think raising the dead should be a perk. It should be a spell to learn.

This

Also your class specific perks wouldn't work out to well since it seems a majority of people make custom classes anyway http://www.gamesas.com/index.php?/topic/1102233-custom-vs-premade/http://www.gamesas.com/index.php?/topic/1058622-class-poll/page__hl__premade%20classes

So would they be out of those perks or would they somehow gain the class title of [insert class name here]?
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LADONA
 
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Post » Sat Feb 19, 2011 11:55 am

One of the better suggestions I've read about perks so far. Your list is quite comprehensive, so it is difficult (at this hour) to think of anything to add. One thing I really want Beth to avoid is the whole 'gain new perk every twenty-five levels' like they did with Oblivion. I think many of us bemoan the idea that a task is impossible at level 24, but becomes infallible at level 25. I especially like the direction you're going with necromancy. It would be a cool 'perk' to learn the ability to raise a fallen foe, but not until you've met some minimum requirements in (for example) conjuration, mysticism, and alchemy, and not until you've attained a certain rank within the Mage's guild (or equivalent) where a master of conjuration has to teach you the new skill for a hefty fee. At any rate, good job :thumbsup:


Necromancy? IN MY MAGE'S GUILD! I don't think so.

The CoC didn't stop Mannimarco just for some new "Mage's" guild to walk all over his/her accomplishments.

Spoiler
The Mage's guild no longer exists as of The Infernal City.

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JAY
 
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Post » Fri Feb 18, 2011 10:42 pm

I do think perks are a good idea. But one thing I dislike about Morrowind, Oblivion, and perks in general, is race-specific perks. In Morrowind and Oblivion, Altmer had the most Magicka. It makes sense, but I feel that it is basically choosing my race for me. "Hmm, I want to be a mage, I'll be Altmer or at least Breton." If I made a Dunmer mage, by the end of the game I couldn't help but feel that if I had been Altmer, I would be better.
Most of the other race-specific things were fine though. Things like stat bonuses are all well and good with me. With Bosmer, you would get a 15+ Marksman bonus. So it would make sense to be a Bosmer if you were going to be an archer. But at the end of the game, if you had picked Orc, you could still be just as good as you would have been with the Bosmer, you just had to work harder to get there.

So I would prefer to stay away from race-specific perks, besides stat and attribute bonuses because those can always be made up for later with a little hard work. But what I definitely would like is to choose perks, or have a dis/advantage system. This way I could be that Dunmer mage just as well as I can be that Orc archer.

I feel like I've rambled and repeated myself many times.. Hope you understood. And yes, very comprehensive list, it's well thought-out.
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Fiori Pra
 
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Post » Sat Feb 19, 2011 3:58 am

OK, those ideas seem really interesting, but if you could expand them a bit for more clarity, it would be great, and as for your last idea, some perks can be character level dependent instead of skill level dependent, and affect all the weapon skills, for instance something like a "Critical Strike" perk, that adds a chance landing a critical strike on the opponent with the effect that you described, for instance. :flamethrower:

Well, I will gladly expand or clarify my ideas, but you will have to tell me what needs to be clarified :-). As far as the second part of my previous post, I got a feeling that you were trying to come up with a perk for every skill. That is what I was oposing. Upon re-reading your initial post, I guess my first impression might have been wrong.
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Stacy Hope
 
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Post » Fri Feb 18, 2011 9:59 pm

I do think perks are a good idea. But one thing I dislike about Morrowind, Oblivion, and perks in general, is race-specific perks. In Morrowind and Oblivion, Altmer had the most Magicka. It makes sense, but I feel that it is basically choosing my race for me. "Hmm, I want to be a mage, I'll be Altmer or at least Breton." If I made a Dunmer mage, by the end of the game I couldn't help but feel that if I had been Altmer, I would be better.
Most of the other race-specific things were fine though. Things like stat bonuses are all well and good with me. With Bosmer, you would get a 15+ Marksman bonus. So it would make sense to be a Bosmer if you were going to be an archer. But at the end of the game, if you had picked Orc, you could still be just as good as you would have been with the Bosmer, you just had to work harder to get there.

So I would prefer to stay away from race-specific perks, besides stat and attribute bonuses because those can always be made up for later with a little hard work. But what I definitely would like is to choose perks, or have a dis/advantage system. This way I could be that Dunmer mage just as well as I can be that Orc archer.

I feel like I've rambled and repeated myself many times.. Hope you understood. And yes, very comprehensive list, it's well thought-out.

That defeats the purpose of races.
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KIng James
 
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Post » Sat Feb 19, 2011 9:26 am

OK, after reading your post a second time more thoroughly I understood most of that except one point

- your magic effectiveness (provided it exists in TES V and is better handled) is permanently increased by 10

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

This

Also your class specific perks wouldn't work out to well since it seems a majority of people make custom classes anyway http://www.gamesas.com/index.php?/topic/1102233-custom-vs-premade/http://www.gamesas.com/index.php?/topic/1058622-class-poll/page__hl__premade%20classes

One of the whole point that I thought of class specific perks was because of this sad fact, I would only make custom classes in MW and OB, so I thought about a way to make stock classes more attractive:

The system where each stock class has some individual perks that could not be found elsewhere is a way to encourage the players to select from the stock and pre-made classes.

There are two noteworthy facts, one is that I hope one can select a pre-made class, and keep the individual perks, but be able to tweak that class to fit his requirements, within the range that the class designer has permitted, so you could boost a skill while reducing another, and so on...

Second fact is that you could define your own class from scratch and select your skill boosts and the rest, then you could select your class's favored weapon/spell class, and then you could select the class's additional perk, from the list of available pre-made generic class perks that are provided to be added to a custom class, and you have made your own class.

This system encourages the usages of pre-made stock classes, because you could tweak them anyway, for a bit, and also their special perks would not be available in the generic list of class perks that you could select one from, for your custom classes.

:shifty:

Class specific Perk:

Assassin:

Weapon class of choice: Dagger.

Additional perks:

Active perk: Stealth Kill, use a dagger weapon, to kill a target stealthily and have time to move away before anyone nearby is alerted, the people around would not be alerted of the death immediately if the killing action was not in their direct line of sight, and only seeing the body might alert people that something is amiss.

Active Perk: Blend, if you have managed to shake off your pursuers, you could find a few people and blend into them to force the pursuers forget about your whereabouts. As long as you stay with the crowd, you are not seen as the target, and after a while they would loose interest anyways.

As you can see in the example for class specific perks for the class assassin, it has two unique perks that can not bee found elsewhere, so if you would like to play a bit like the Assassin's Creed game, then you would go for it, but if you do not like that, you could make your own class and select from the list of available generic start-up perks/traits for your custom class.

So every stock class has a few unique perks that would make that stand alone, even to the end, so the importance of your choice of class would not fade away as your character becomes stronger, because of those unique perks that can not be obtained by any other mean.

So would they be out of those perks or would they somehow gain the class title of [insert class name here]?

I'm totally lost here, please help me out! :poke:

I do think perks are a good idea. But one thing I dislike about Morrowind, Oblivion, and perks in general, is race-specific perks. In Morrowind and Oblivion, Altmer had the most Magicka. It makes sense, but I feel that it is basically choosing my race for me. "Hmm, I want to be a mage, I'll be Altmer or at least Breton." If I made a Dunmer mage, by the end of the game I couldn't help but feel that if I had been Altmer, I would be better.
Most of the other race-specific things were fine though. Things like stat bonuses are all well and good with me. With Bosmer, you would get a 15+ Marksman bonus. So it would make sense to be a Bosmer if you were going to be an archer. But at the end of the game, if you had picked Orc, you could still be just as good as you would have been with the Bosmer, you just had to work harder to get there.

So I would prefer to stay away from race-specific perks, besides stat and attribute bonuses because those can always be made up for later with a little hard work. But what I definitely would like is to choose perks, or have a dis/advantage system. This way I could be that Dunmer mage just as well as I can be that Orc archer.

I feel like I've rambled and repeated myself many times.. Hope you understood. And yes, very comprehensive list, it's well thought-out.

Well, that's an interesting philosophy, but one that I do not share, sorry. :blush:

I think, the whole point of including different races were, because they had different characteristics, as is the way of any rpg that I have played till now.

This is the right choice IMHO, but implemented with the flaw that the race choice became un-important in the later stages of the game, and that's the reason that I have suggested unique racial perks, and you might see my points a bit better, if you re-read the related part in the OP, or take a look at the section that I gathered some racial perks.
It works, believe me. :nod:
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Cameron Wood
 
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Post » Sat Feb 19, 2011 8:36 am


This is the right choice IMHO, but implemented with the flaw that the race choice became un-important in the later stages of the game, and that's the reason that I have suggested unique racial perks, and you might see my points a bit better, if you re-read the related part in the OP, or take a look at the section that I gathered some racial perks.
It works, believe me. :nod:

I agree with you that race becomes unimportant, but I'm not sure I'm completely sold on perks.
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Toby Green
 
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Post » Sat Feb 19, 2011 7:28 am

I agree with you that race becomes unimportant, but I'm not sure I'm completely sold on perks.

Ok, go ahead, what is your price? :whistling:
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Hazel Sian ogden
 
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