really like the perk every 2 levels

Post » Wed May 09, 2012 2:28 pm

I really like getting to pick a perk every 2 levels, makes it more meaningful... i think they should experiment with it every 3 or 4 levels, thats at most... just a thought...
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BEl J
 
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Post » Wed May 09, 2012 2:58 pm

in Fallout 1 and 2 it was every 3 levels, and there was a trait that made it every 4 levels.
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Hazel Sian ogden
 
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Post » Wed May 09, 2012 6:53 pm

I agree - it means that you create a uniqe character, rather than just leveling up until you become god.
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JESSE
 
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Post » Wed May 09, 2012 12:03 pm

I have a mod that lets me take a perk each level when active, but I don't become a god while using it as I take advantage of the 'extras' to take flavor perks I would otherwise not have room for, such as Cannibal and Sneering Imperialist. Of course, not everyone would use such a mod that way, so it's probably for the best that the default setting is one every other level.

I'm not a fan of the 'every three levels' model from the earlier games, though, as it slowed character development a bit too much for my liking. It didn't help that Fallout had a level 20 cap, which meant that you couldn't get more than 6 perks per character from leveling; that wasn't nearly enough to flesh out a role, which left my characters feeling 'incomplete' once I'd capped them.
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Niisha
 
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Post » Wed May 09, 2012 11:40 am

in Fallout 1 and 2 it was every 3 levels, and there was a trait that made it every 4 levels.

And that's the way I likes it.

I am happy that its at two levels that we get a perk and not every single level, but I wish it went back at to every three. Or at least bring back Gifted, so I could have it at every three levels again.
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Robert Jr
 
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Post » Wed May 09, 2012 9:53 pm

I think every other level is perfect, it makes your choices that much more important.
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dav
 
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Post » Wed May 09, 2012 11:28 am

It does make perks more meaningful. Choosing the the right perks based on your build makes all the difference.
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neen
 
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Post » Wed May 09, 2012 1:02 pm

I'd like to be able to skip taking a perk for a level and save it for the next one, because I hate levelling up and missing the requirements for a perk by a couple of points and having to settle for one that I don't want. I also wouldn't mind being able to try to do a perkless run.
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Stat Wrecker
 
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Post » Wed May 09, 2012 11:07 pm

And that's the way I likes it.

I am happy that its at two levels that we get a perk and not every single level, but I wish it went back at to every three. Or at least bring back Gifted, so I could have it at every three levels again.
Don't you mean Skilled? Gifted's drawback was 5 less skillpoints per level along with 10% less in your starting skills.
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Dan Stevens
 
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Post » Wed May 09, 2012 1:38 pm

Yup Yup. Pickin' perks in 3 that I didn't even want.
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Darlene DIllow
 
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Post » Wed May 09, 2012 5:31 pm

Don't you mean Skilled? Gifted's drawback was 5 less skillpoints per level along with 10% less in your starting skills.

I sometimes confuse the two lol.
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Madeleine Rose Walsh
 
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Post » Wed May 09, 2012 11:13 pm

I'd like to be able to skip taking a perk for a level and save it for the next one, because I hate levelling up and missing the requirements for a perk by a couple of points and having to settle for one that I don't want. I also wouldn't mind being able to try to do a perkless run.
Not sure about how to set up the first one, but if you're on a PC the second one is easy to arrange. There's a function in Settings (under the Gameplay tab) that regulates how many levels you need to achieve to earn a perk, which is set to '2' by default (i.e. one every other level); if you set it to 50 you'll never qualify for a perk, since you'd need to hit level 51 to do so and the cap is 50.
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Dylan Markese
 
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Post » Wed May 09, 2012 10:12 am

With 50 levels, I can be fine with perks every other level. I really enjoy perks, though, and I'd find it a shame to wait 3+ levels for one.
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Nims
 
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Post » Wed May 09, 2012 2:21 pm

agreed I like it much better than fo3. Every four levels would be great
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Rex Help
 
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Post » Wed May 09, 2012 1:02 pm

I agree - it means that you create a uniqe character, rather than just leveling up until you become god.

You can certainly still become a god and with the level cap of 50 you end up even more powerful than a level 30 Lone Wanderer, by a lot.
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sharon
 
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Post » Thu May 10, 2012 1:53 am

u know what would make u unique : 1 perk

then u could roleplay as a cannibal - or as a "snearing imperialist "

on a serious note , a HUGE part of this game's success comes from letting u play however u want to calibrate it using the console command , and the G.E.C.K
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Stephanie Kemp
 
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Post » Wed May 09, 2012 3:20 pm

Not sure about how to set up the first one, but if you're on a PC the second one is easy to arrange. There's a function in Settings (under the Gameplay tab) that regulates how many levels you need to achieve to earn a perk, which is set to '2' by default (i.e. one every other level); if you set it to 50 you'll never qualify for a perk, since you'd need to hit level 51 to do so and the cap is 50.
360, sadly. But if I ever get a PC I'll keep this in mind.
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Solina971
 
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Post » Wed May 09, 2012 12:48 pm

Seeing as how they planned on raising the level cap to 50 with the DLC's was really disappointed they didn't bring back the gifted perk. Getting those extra special points was so cool. It would have been cool to do a play through level 1 to 50 through the main game plus dlc's just getting 16 perks. Wish they bring back gifted and make tag work the way it worked in the old games..
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Ebony Lawson
 
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Post » Thu May 10, 2012 12:16 am

There should've been a trait that - as a drawback - lowered the perk rate to 1 per 3 levels. But oh well, works this way too.
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El Goose
 
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Post » Wed May 09, 2012 11:35 pm

Seeing as how they planned on raising the level cap to 50 with the DLC's was really disappointed they didn't bring back the gifted perk. Getting those extra special points was so cool. It would have been cool to do a play through level 1 to 50 through the main game plus dlc's just getting 16 perks. Wish they bring back gifted and make tag work the way it worked in the old games..
Unfortunately, having Tag! work the way it used to would be severe overkill in terms of skill points, since the cap is only 100. With a 200 cap it would work well, since then you'd actually have a use for all those 'extra' points. That would require a total overhaul of the skill system, though.

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With the current set of perks I could see going to once every three levels, given the large increases each perk gives, however at the same time the greatly reduced number of picks would mean that it becomes rather difficult to justify taking the 'flavor' perks. Whether or not that's a bad thing is, of course, debatable; my take on it is that there should never be 'throwaway' perks, so that you have to consider carefully before setting a particular perk aside.

This, incidentally, is why I made my 'perk per level' mod, as it gives me the added picks with which to take those flavor perks that fit my current RP but would otherwise be summarily discarded so that I could take the perks I need for survival. I do like the decision-making process that comes with more limited perks, however the huge disparity between the combat-centric ones and the rest sabotages the idea by making skipping the non-combat perks a no-brainer in almost all cases, since you can't afford to 'waste' any picks. Were all perks more or less equal in desirability I would be more inclined to go with fewer picks, since then I'd have actual choices to make, but under the current system that just doesn't work.
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-__^
 
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Post » Wed May 09, 2012 11:26 am

Unfortunately, having Tag! work the way it used to would be severe overkill in terms of skill points, since the cap is only 100. With a 200 cap it would work well, since then you'd actually have a use for all those 'extra' points. That would require a total overhaul of the skill system, though.

One way of going with it could be increasing the cost rate of buying skillpoints within the 100 cap. Say, by default, with skillpoints from 1 to 50 at normal 1:1 rate, then up it for the next gap, say, 51-75 at rate 2:1, and finally from 76-100 at 3:1 rate. For tagged skills the rates would go 1:2, 1:1 and 2:1 (or alternatively: 1:2, 2:2, 3:2). I didn't do any math there so I can't say if it'd work, but from a quick glance it could.
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NAtIVe GOddess
 
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