how would you like to earn perks?

Post » Fri May 20, 2011 2:30 am

id pick option 2 to be honest. but id really like for perks to come from everywhere!!

trainers
magical items like shrines or doom stones
repeatedly doing something
quests

i also wouldent mind both 1 and 2 happening. with 2 being for skills and level up perks being separate and random
User avatar
anna ley
 
Posts: 3382
Joined: Fri Jul 07, 2006 2:04 am

Post » Thu May 19, 2011 11:46 pm

the second methods gonna be the main way you get them
but im sure therell be some that you get for doing certain things so well or so many times, as well as some that are rewards for various quests
User avatar
Joe Alvarado
 
Posts: 3467
Joined: Sat Nov 24, 2007 11:13 pm

Post » Fri May 20, 2011 3:46 am

How is Beth doing it?
User avatar
Austin England
 
Posts: 3528
Joined: Thu Oct 11, 2007 7:16 pm

Post » Thu May 19, 2011 9:19 pm

Every time you level up, you pick one perk. The cap is 50 perks. I like it that way.

However, please know that it's been confirmed since early January that perks will not be like Fallout, so getting them from leveling may be slightly different
User avatar
Honey Suckle
 
Posts: 3425
Joined: Wed Sep 27, 2006 4:22 pm

Post » Fri May 20, 2011 4:54 am

I think its been confirmed that you get 1 perk every level up
User avatar
Big Homie
 
Posts: 3479
Joined: Sun Sep 16, 2007 3:31 pm

Post » Thu May 19, 2011 4:40 pm

Option 1, because it's the most flexible. Say I want to get a perk in Restoration, but because of so many weapon swings I level up my 1 handed. I can STILL put the perk point into Restoration, just as I wanted, with Option 1.

Options 2/3 require me to mind how many times I swing my weapon, and that sounds terribly reminiscent of the powerleveling system in Oblivion, which is what Bethesda wants to avoid. Option 1 is just fine, and we only need 1 per level.

That said, I have no doubt there will be opportunities to gain perks outside levels.
User avatar
Jonathan Montero
 
Posts: 3487
Joined: Tue Aug 14, 2007 3:22 am

Post » Fri May 20, 2011 1:44 am

It's been confirmed in a recent interview that option 1 is the way it will work, although we will start the game with certain racial perks depending on which race we choose.

Your skill level increase unlocks perks, and then you pick one when you level up.

Hopefully, there are more ways to earn some additional perks, like rewards for cool quests, reading a secret tome, or maybe there are a couple of smaller achievement type perks like in FNV, like for killing a certain number of spiders, etc.
User avatar
Killah Bee
 
Posts: 3484
Joined: Sat Oct 06, 2007 12:23 pm

Post » Thu May 19, 2011 10:17 pm

Man, I don't even WANT perks. It forces me to exclude some things in my playthrough, which isn't my cup of tea. In oblivion you could always turn back around and change your character and retrain your stats.
User avatar
Nina Mccormick
 
Posts: 3507
Joined: Mon Sep 18, 2006 5:38 pm

Post » Thu May 19, 2011 2:07 pm

Man, I don't even WANT perks. It forces me to exclude some things in my playthrough, which isn't my cup of tea. In oblivion you could always turn back around and change your character and retrain your stats.


And then there is no distinction in your choices. At the end game there is no difference between your character and anothers, and that ruins the value of the game because no matter what, your choices wont matter in the end.

Think about that for a second.
User avatar
Roddy
 
Posts: 3564
Joined: Fri Jun 15, 2007 11:50 pm

Post » Thu May 19, 2011 5:22 pm

Man, I don't even WANT perks. It forces me to exclude some things in my playthrough, which isn't my cup of tea. In oblivion you could always turn back around and change your character and retrain your stats.


What was to change once everything was at 100? :blink:
User avatar
Emma louise Wendelk
 
Posts: 3385
Joined: Sat Dec 09, 2006 9:31 pm

Post » Thu May 19, 2011 11:12 pm

Every time you level up, you pick one perk. The cap is 50 perks. I like it that way.

This.
User avatar
Chavala
 
Posts: 3355
Joined: Sun Jun 25, 2006 5:28 am

Post » Thu May 19, 2011 2:24 pm

I know that we gain a perk every new level but some special perks would be nice. For example, like the Lord Death perk on Fallout: New Vegas, I believe you got a 10% damage increase to all types of enemies for killing 200 things.
User avatar
Mrs Pooh
 
Posts: 3340
Joined: Wed Oct 24, 2007 7:30 pm

Post » Thu May 19, 2011 3:29 pm

Honestly, IF it could be done well, I'd like perks to be entirely behind the scenes and out of the player's direct control. I really dislike the whole idea of just getting a list and picking a perk - it's just far too gamey, and in more than one way. It's something that happens spontaneously - I've characterized it more than once as "ticking a box when the perk fairy visits" and I don't intend that simply as disparagement - that sincerely is what it feels like to me. Some magical being appears in the middle of the night and holds up a clipboard and I tick a box and hey presto - my character can suddenly do something s/he couldn't do before. It's entirely menu-oriented - it's not something that happens in the "real" world of Skyrim, but just between the player and a menu. And not only do I not care for the idea of planning a character out (all right....... let's see........ I'll take this perk now, then work on this skill so that I can take this perk on the next level up), but it flies directly in the face of the stated goal of the game.

I'd much prefer that perks just came about as a result of using skills - that they weren't tied to level up and that, in fact, they weren't communicated to the player at all. I'd rather play a character who, for instance, sneaks and uses daggers, and somewhere along the way, when his skill with the dagger is sufficient, he starts being able to do those rumored 10x sneak attacks. I don't choose that and the game doesn't tell me that I've gotten it - he just reaches a point at which he's capable of doing it and starts doing it. That, to me, would be great - to actually see a character grow like that TRULY because of his skills - not just because I ticked a box on a menu.

But, as I said in the beginning, that would have to be done well to work. The game would have to keep careful track of the character's skill use and accurately determine what perks would be most appropriate for the character. But IF it could do that, I'd much prefer that to metagaming them myself.
User avatar
Dean Ashcroft
 
Posts: 3566
Joined: Wed Jul 25, 2007 1:20 am

Post » Fri May 20, 2011 1:53 am

Option 1. just for old time, levelling up should actually mean something, give you a choice and a sense of achievement, nostalgia. With the proviso that as well as needing the lower tiers of multiple perks first (obviously), some of the better perks require journeyman or expert level in the base skill.
Also really want extra perks for doing stuff or finding things, like FO:NV's damage bonuses for killing so many creatures, or OB's Pilgrim's Grace.
User avatar
james tait
 
Posts: 3385
Joined: Fri Jun 22, 2007 6:26 pm

Post » Thu May 19, 2011 8:08 pm

What was to change once everything was at 100? :blink:


I'm saying I could be an evil bowman to start and change into a sword-wielding religious crusader by the end if I wanted to. By making me choose a perk, you force me to not choose other perks, and when I want to change my character, I'll have to start over to give him the perks I want him to have.
User avatar
Rachael
 
Posts: 3412
Joined: Sat Feb 17, 2007 2:10 pm

Post » Thu May 19, 2011 2:20 pm

none of the above.

*Absolutely not #3.
User avatar
Isabella X
 
Posts: 3373
Joined: Sat Dec 02, 2006 3:44 am

Post » Thu May 19, 2011 4:19 pm

I'm saying I could be an evil bowman to start and change into a sword-wielding religious crusader by the end if I wanted to. By making me choose a perk, you force me to not choose other perks, and when I want to change my character, I'll have to start over to give him the perks I want him to have.


And that's ridiculous though. That's like someone training their entire lives as a gymnast, then transforming into a nuclear scientist.

I'd rather my choices to have a permanency.
User avatar
Jennie Skeletons
 
Posts: 3452
Joined: Wed Jun 21, 2006 8:21 am

Post » Fri May 20, 2011 1:33 am

If leveling up is automatic, then I'd like to choose a perk based off of the skill I'm using.
User avatar
Matt Bee
 
Posts: 3441
Joined: Tue Jul 10, 2007 5:32 am

Post » Thu May 19, 2011 4:32 pm

The way they are doing it. One per level until 50. However, unique "perks" under a different name that are quest related are also cool (as in Grey Prince's Training or Night Mother's Blessing).
User avatar
carly mcdonough
 
Posts: 3402
Joined: Fri Jul 28, 2006 3:23 am

Post » Thu May 19, 2011 10:04 pm

And that's ridiculous though. That's like someone training their entire lives as a gymnast, then transforming into a nuclear scientist.

I'd rather my choices to have a permanency.


Nobody was complaining about it in oblivion, its as permanent as you make it.
User avatar
Reanan-Marie Olsen
 
Posts: 3386
Joined: Thu Mar 01, 2007 6:12 am

Post » Thu May 19, 2011 4:38 pm

It's actually easier to change than in Oblivion, which is the whole point of the new system...

You can level up any skill and level up, you don't have to focus on a few selected skills... I really don't see what you're worried about. Of course when you're level 50 it's going to take longer... Time to make a new character?
User avatar
Marine Arrègle
 
Posts: 3423
Joined: Sat Mar 24, 2007 5:19 am

Post » Thu May 19, 2011 4:22 pm

1 and 3, that should be intresting...
User avatar
naome duncan
 
Posts: 3459
Joined: Tue Feb 06, 2007 12:36 am

Post » Fri May 20, 2011 5:06 am

None of those.

Each level I will be eligible to gain one more perk for my skills.

Then I can search for a skill master and convince him/her to teach me, and if I have the perquisites for the perk, like the previously needed perks and the skill level and the like, then he would tell me to do a job for him or bring some ingredients needed for the lesson, and he would charge me dearly for the actual lesson, and teach me the perk.

The higher level perks would cost more money, and I would always be looking for more loot and money in order to be able to learn another juicy perk from a skill master.
User avatar
Nicole M
 
Posts: 3501
Joined: Thu Jun 15, 2006 6:31 am

Post » Thu May 19, 2011 8:57 pm

None of those.

Each level I will be eligible to gain one more perk for my skills.

Then I can search for a skill master and convince him/her to teach me, and if I have the perquisites for the perk, like the previously needed perks and the skill level and the like, then he would tell me to do a job for him or bring some ingredients needed for the lesson, and he would charge me dearly for the actual lesson, and teach me the perk.

The higher level perks would cost more money, and I would always be looking for more loot and money in order to be able to learn another juicy perk from a skill master.

Yum. I like that idea.

I'd just really like to see the perks actually be something that come about in-game, rather than just boxes that I tick in a menu. I've been considering perks in the background (I posted on that earlier in the thread), just to accentuate growth in skills, but that would rely on the game doing a masterful job of figuring out which perks are most appropriate, and it would almost certainly frustrate metagamers to not have full control over it themselves. This is a great compromise, since it leaves the choice in the hands of the player, but actually places the gaining of the perks in the game world rather than simply in a menu. And yes - it would not only provide an ongoing need for funds, but would provide a whole slew of mini-quests.

I like it.
User avatar
Celestine Stardust
 
Posts: 3390
Joined: Fri Dec 01, 2006 11:22 pm

Post » Thu May 19, 2011 4:26 pm

Yum. I like that idea.

I'd just really like to see the perks actually be something that come about in-game, rather than just boxes that I tick in a menu. I've been considering perks in the background (I posted on that earlier in the thread), just to accentuate growth in skills, but that would rely on the game doing a masterful job of figuring out which perks are most appropriate, and it would almost certainly frustrate metagamers to not have full control over it themselves. This is a great compromise, since it leaves the choice in the hands of the player, but actually places the gaining of the perks in the game world rather than simply in a menu. And yes - it would not only provide an ongoing need for funds, but would provide a whole slew of mini-quests.

I like it.

Exactly!

  • It gives the perks a meaningful and in-game explanation, as new tricks learned from the skill masters.
  • It prevents the late-game money abundance and gives us the reason to search indefinitely for more money.
  • It gives the developers new opportunities to develop several series of related, meaningful and themed quests.
  • It still retains the full control of the players over what perks they want to choose for their skills, but they would actually have to work for them, and search and find the requires skill master and convince them to teach the perks and tricks.

User avatar
Mimi BC
 
Posts: 3282
Joined: Sat Oct 07, 2006 10:30 pm


Return to V - Skyrim