Perks!

Post » Fri May 27, 2011 10:52 am

The idea of getting them from trainers and combining them is cool, but I think the perks should not be passive bonuses like -5% spell cost or +10% fire damage, I would much rather prefer perks that add something new to gameplay, and are more visible than passive bonuses. Like instead of what you said, perks for destruction would give secondary effects to spells, like what I said before about a DoT effect, a slow effect, or a paralysis effect. or Mastery in spear skill lets you throw your spear as a very powerful attack. passive bonuses like +10% fire spell damage would be boring, and not very noticeable.

Many of them would be, such as the extra spell effects or special attacks that I mentioned. They would just both be among your options, and up to the player to choose on what they want.
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Tania Bunic
 
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Post » Fri May 27, 2011 12:23 am

I'm all for player choice, and if it didn't interfere with anything else than yeah that would be fine, but I would always choose something more fun and noticeable then passive percent bonuses.

More ideas!
-Mastery in Conjuration lets you have two summons at a time.
-Each perk for Hand to Hand would give another fighting style.
-Mastery in Mercantile would let you buy up to three things on credit, and if you don't pay back within one (in game) week than guards are sent after you to collect the money, or items worth the amount.
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yermom
 
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Post » Fri May 27, 2011 6:01 am

I feel any TES game which is not Daggerfall lacks in role playing/ level mechanics department. Character creation, basically. Characters with natural/ learned flaws and advantages. I really prefer Fallout's perks and traits over what you propose. I see suggestions for fancier animations and a zooming function. Does my character have bionic implants? The perks and traits changed the dynamics of my play-through, where Oblivion's "perks" didn't.

You train in your stats, until you can unlock perks, which reflect your level and training, then you chose.
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Mrs shelly Sugarplum
 
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Post » Fri May 27, 2011 10:34 am

This is what I was talking about.

I never meant getting points for doing something, like online achievements. That would be silly.

It just sounded like an achievement to me (kill this many X and get power up Y), but if it were implemented in a more natural progression, so as your marksman increases, your steady aim increases, that would be great
it would feel jarring to suddenly get 'you've passed this specific point in the mechanical workings of the game, and now can get a certain powerup you didn't have seconds before'
needs to be more gradual

EDIT: here's a thought
how about passive effects (steady aim) would increase gradually with skill, while offensive effects (flaming arrows and such) must be taught by a master/trainer
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Richard Thompson
 
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Post » Fri May 27, 2011 5:12 am

I feel any TES game which is not Daggerfall lacks in role playing/ level mechanics department. Character creation, basically. Characters with natural/ learned flaws and advantages. I really prefer Fallout's perks and traits over what you propose. I see suggestions for fancier animations and a zooming function. Does my character have bionic implants? The perks and traits changed the dynamics of my play-through, where Oblivion's "perks" didn't.

You train in your stats, until you can unlock perks, which reflect your level and training, then you chose.


"All that use with a bow has improved your eyesight and given you a knack for seeing enemies farther away than the normal eye"
This is a potential explanation, and because they cannot actually increase the eyesight of the player, the zoom function is representative of the ability to see better than most others.

The point of these perks would be to change the dynamics of your play-through, by giving unique abilities to those who level up their skills. The flaw in Oblivion was that most of the perks did not do this, and were just boring bonuses, like regular fatigue regeneration while running, or less degradation of heavy armor. There were some cool ones like the dodge ability and the ability to repair items above 100%, but otherwise it was a lot of boring perks.
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Siidney
 
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