Perks! and new engine

Post » Fri May 27, 2011 7:19 pm

Do you guys think that Bethesda is going to bring back perks for skills? for example when you got 50 blade in
oblivion you could do the spin attack which has a chance of disarming. I think they should bring them back, but
also have perks for attributes, like when you get agility 50, you can do a side step or something. Maybe if they feel
ambitious, they could make a perk for every 20 levels instead of 25, or maybe even every 10 levels. But then they'd
have to come up with a bunch more perks.. OR if they have it like oblivion (every 25 lvls), they should make some of the ones better,
like the athletics perks were pretty much useless because they made it so fatigue didnt go down when running, and
fatigue meant nothing in oblivion, except you did like 1 damage less if you were empty on fatigue - big freakin deal.
Some sweet magic perks would be like once you got 50 destruction you can use area effect spells that are bigger then
5 feet or something, or once you have 75 you can do spells that make an area explosion around you (daggerfall style)
once you got 100 destruction you could do crazy spells that come from the sky like a metor shower or something
badass. 100 restoration would give you like badass divine style spells where the spell comes from the sky. And
they could make all these perks work with their make your own spell style, you just couldnt make a spell that
exploded around you unless you have the required level...
Also for perks, they should have perks that you can earn from people (like new vegas unarmed perks) so you learn
different attacks from people - or instead of making it a perk make it more a "style". So if you got like the samurai
style (whatever you'd call it in TES terms) from some guy who trains with blades, it will make it so if you use blade
weapons your guy attacks, blocks and moves like a samurai and you can use 1 handed weapons in 2 hands, giving
it a bonus to something (dont know the mechanics of the new game so they'd have to figure that out), or you could have
the william wallace style (medieval) and your character holds his weapon differently, does differnt attacks. (almost like
Demon's souls style)


Also another thing, a little on topic, but a little bif off topic is with this new engine - you think they're gonna have
a better first person, like condenmed and condemned 2 style (best first person mechanics ive seen in any game so far)?
And if they did have a better first person like that, they should make the acrobatics perks badass, so if you had 100
acrobatics you could not only jump off water, BUT you would be able to do all the crazy [censored] you can do in Mirror's Edge
(if you guys have played that game before its pretty much got the prince of persia/assassins creed platforming, but its all in first person)
like climbing up walls and running across walls and how you can slide on the ground (though that would probably be an agility perk).
And if you had 100 unarmed, you'd be able to do all the crazy fist fighting like you can in Condemned 2: bloodshot, PLUS have perks that
can make you disarm people (almost like mirrors edge taking the guns out of their hands, but instead would be swords or whatnot) That would
definitally make the unarmed skill alot more useful and the acrobatics skill would be sweet ass, and everyone knows how hard acrobatics was
to get up in oblivion, so i think it'd be fair to be able to do all that stuff once you got 100 acrobatics, which would take a long ass time..
Anyway, the whole idea with the perks is to make the game a completely different way of playing depending on what skills you have and what
level they are. So an unarmed person with acrobatics would be a crazy ass ninja and would require a more "action" style of playing a game because
they're character is supposed to be a badass ninja who can snap people's necks (sneak + unarmed perk) as opposed to having the speechcraft
mage person who would end up playing their game a complete different style. Really, thats what RPGs are all about, if you want action, you make
a badass action character who kicks ass and takes names, if not, you dont make a character who solves his [censored] peacefully..

There are really infinite possibilities with this stuff, but its all stuff that CAN be done.. Question is, are they too far along the game to
impliment things like this, or what?
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Neko Jenny
 
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Post » Fri May 27, 2011 10:43 pm

I hope so. I loved the zoom in on the bow :D
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Max Van Morrison
 
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Post » Sat May 28, 2011 2:52 am

There are really infinite possibilities with this stuff, but its all stuff that CAN be done.. Question is, are they too far along the game to
impliment things like this, or what?


Right now the development is pretty far ahead, they might be just recording voices and tweaking/balancing/polishing the game.

However, I think all that you said might be possible. But some things like Mirror's Edge like acrobatics is probably not going to happen. But since we don't know anything about the gameplay yet, it can surprise us.
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FirDaus LOVe farhana
 
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Post » Fri May 27, 2011 6:44 pm

The perks will almost definitely be in the game, in some shape or form. I also like the 'style' idea. I guess you mean sort of like a specialization where your character gains certain things from being specialized but loses others, kind of like something from DAO if you every played that game.
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Floor Punch
 
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Post » Sat May 28, 2011 2:59 am

I wasn't too happy with "suddenly" being able to do new things with the Oblivion method. I'd be happier if they phased in more slowly, like the chance of disarming an opponent ramping up over a range of levels, and without any unrealistic moves involved. The Marksman zoom could have been progressive too, letting you zoom in closer as your skill improved, up to a limit, and then some other perk like the chance to knock down would start to ramp up as zoom reaches its peak.

Some perks had to be on/off switches, like repairing magical equipment at 50 Armorer, but even those could have been combined with a progressive one. E.g. at Apprentice, you can repair magical gear to 50%, with full repair coming at Expert. The "past 100" repair could have increase gradually, instead of the step to 125% happening all at once. Mods have gone part-way with some of this, but there are things that need to be changed inside the engine, too, to make more possible.
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sas
 
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Post » Fri May 27, 2011 9:56 pm

I believe they will keep the OB system as opposed to past systems (Morrowind), and develop the system further. It just seemed more intuitive. "Perks" of course are the best way to show progress when lacking Morrowind's wiffle bat sound effect for lack of skill.

I wasn't too happy with "suddenly" being able to do new things with the Oblivion method. I'd be happier if they phased in more slowly, like the chance of disarming an opponent ramping up over a range of levels, and without any unrealistic moves involved. The Marksman zoom could have been progressive too, letting you zoom in closer as your skill improved, up to a limit, and then some other perk like the chance to knock down would start to ramp up as zoom reaches its peak.


I agree. I would even go a step further to say that you have to visit a trainer to unlock the skill bonus, or at least witness the skill being used (on you or an NPC). Not as a training session per se, but a simple dialogue topic to select (maybe a small fee for balance)

In most disciplined martial arts, you're awarded with "degrees" because you have demonstrated the necessary skill, not the inverse.
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FoReVeR_Me_N
 
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Post » Sat May 28, 2011 8:12 am

Come on, there are like 20 perk threads! Just use the suggestions thread PLEASE!
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Ebou Suso
 
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Post » Sat May 28, 2011 4:06 am

I prefer perks that aren't tied to skills, but chosen as in FO3. That way A) they don't feel pressured to make up ridiculous perks for skills to hit their quota, or gimp the out-of-the-box skill, and B) so that players feel a little more ownership of their perk set.

Also, I'd prefer that special attacks be learned like spells (rather than being perks), with their effectiveness being based on skill. The attacks should be based on weapon type rather than skill.

For example, if there is a single Blade skill again, Claymore special attacks and Dagger special attacks would both apply the Blade skill to determine the magnitude of their effects, but each would have a different set of five power attacks reflecting the strengths of that weapon (claymores could focus on powerful cleaves and attacking all nearby enemies, dagger could focus on quick strikes or hitting weak spots).
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Love iz not
 
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Post » Fri May 27, 2011 9:39 pm

I totally want perks...
But every 10 points? That's a lotta perks...

It could work however if Beth fixed their leveling system. Now, the leveling system itself was great, really natural feeling, but it caused people to artificially train skills to get the max attribute bonus.
What they need more than anything is to make their leveling equivalent to their game, for instance, in Oblivion, I completed the main quest and mages guild questline before lvl 15, which felt very odd. In morrowind the oppisite was true, I was lvl 60 with max on most my skills and attributes, yet there was still more to do.

THe point where your level is maxed should be as long as it takes to beat the game. Bethesda could use this formula.
L = Time it takes to max out a character.
Q = Time it takes to finish 80 percent of the game's quests

So, oblivion was kind of like L=150 hours, Q=100 hours
Morrowind L=130 hours Q=170 hours
Just a guess.

Very simple Bethesda, to succeed:

L = Q
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TWITTER.COM
 
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Post » Sat May 28, 2011 9:07 am

I would not mind having all abilities at the start and have progress in skill level make the abilities effective. The perks could be ways of combining major skills for interesting advantages over people who did not choose that major skill combination.
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^~LIL B0NE5~^
 
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Post » Sat May 28, 2011 12:30 am

I totally want perks...
But every 10 points? That's a lotta perks...

It could work however if Beth fixed their leveling system. Now, the leveling system itself was great, really natural feeling, but it caused people to artificially train skills to get the max attribute bonus.
What they need more than anything is to make their leveling equivalent to their game, for instance, in Oblivion, I completed the main quest and mages guild questline before lvl 15, which felt very odd. In morrowind the oppisite was true, I was lvl 60 with max on most my skills and attributes, yet there was still more to do.

THe point where your level is maxed should be as long as it takes to beat the game. Bethesda could use this formula.
L = Time it takes to max out a character.
Q = Time it takes to finish 80 percent of the game's quests

So, oblivion was kind of like L=150 hours, Q=100 hours
Morrowind L=130 hours Q=170 hours
Just a guess.

Very simple Bethesda, to succeed:

L = Q


The problem is Oblivion you could wander around and clear out dungeons and the enemies will respawn inside after a while.... thus making it possible to hit max level without touching any quests. It also made the world feel like I was unimportant because they would just magically reappear all of the time.
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brian adkins
 
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Post » Sat May 28, 2011 8:47 am

Didn't they already have something like that? I thought (in Oblivion), that you got special abilities with skill advancements.
(like added combat moves, or skipping across water, and such).
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bimsy
 
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Post » Fri May 27, 2011 7:57 pm

http://www.gamesas.com/index.php?/topic/1151073-perks/page__st__20__p__16843197__fromsearch__1#entry16843197

On topic: I think perks are good if they add some sort of gameplay changing feature, flat skill increases or percentage boosts would be boring and unnecessary.
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Andrea Pratt
 
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Post » Fri May 27, 2011 10:57 pm

I'd rather have Fallout-style perks. They allow for more flexibility in character design (aka uniqueness) and make the game more moddable.
I'm refering to the system for obtaining perks, not the actual specific perks that were present in FO3 vs those in Oblivion... often the specific Oblivion ones were better even if the system was worse.
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sw1ss
 
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Post » Fri May 27, 2011 8:28 pm

I believe they will keep the OB system as opposed to past systems (Morrowind), and develop the system further. It just seemed more intuitive. "Perks" of course are the best way to show progress when lacking Morrowind's wiffle bat sound effect for lack of skill.


Oh come on I loved failing at casting spells. :P

That is the only issue I ever had with Morrowind was the fighting system.


I don't think there should be perks other than trivial improvements of skills you use.
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Astargoth Rockin' Design
 
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