Fallout 4 - Skill Calculator

Post » Fri Nov 27, 2015 10:20 pm

Man, so much character creation depth!

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adame
 
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Post » Fri Nov 27, 2015 4:00 pm

Yeah as someone said it's a very clever fan made site that looks like it is a replica based off the information presented at E3.

Seems legit enough however if you watch the presentation it's almost identical to the one that Todd Howard presented.

The author has also promised to keep the site up to date with more information as it gets released. I've just chucked it

somewhere in my book marks to keep an eye on closer to release date.

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Johanna Van Drunick
 
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Post » Fri Nov 27, 2015 5:01 pm

I'm sure there will be a LOT more to character creation. This site is just in alpha based of info presented at e3, the thread over on reddit says that it's only bare bones and will be updated with more info as it gets released.

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Portions
 
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Post » Fri Nov 27, 2015 11:50 am

i hope i will be able to max SPECIAL in fallout 4

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WTW
 
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Post » Fri Nov 27, 2015 2:20 pm

I absolutely hope it's impossible to max special out without using console commands. I am already very happy to see there are less starting special this time around.

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No Name
 
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Post » Fri Nov 27, 2015 6:50 pm

Why could you possibly care what other people do with their consoles?

Lower starting SPECIAL heavily implies the ability to train them over time. I suspect it will be part of Fallout 4's version of Skyrim's dropping of character classes. You start with low SPECIAL values but get regular stat increases so that you can develop your character in the manner you want as you play rather than having to make hard choices at the beginning of the game.

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Auguste Bartholdi
 
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Post » Fri Nov 27, 2015 6:18 pm

Ust specialu
well I hope so. It currently just seems like just special at the start and then just perks after that.

it seems character customization has been replaced with external customization. Guns and stuff.
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sexy zara
 
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Post » Fri Nov 27, 2015 10:58 pm

Well, i think it will be just it, special on the start and then special score based perks.

If it is the case, it will make maxing out attributes a necessity, depending on what you want your char to be, i prefer this model rather then maxing out Intelligence and Agility (well in Fallout and Fallout 2 RP you need only 9 Agility since you can gain +1 during the course of the game) for 90% of the builds in the game.

Looks at this http://i.imgur.com/tJjZKM4.jpg.

Want to mod your energy weapons? Based on this chart it will require 9 Int.

Want to regenerate AP on kill? We hope your Luck is 9.

Want to regenerate health without using steampack or food? Pick a perk which requires 10 Endurance.

Etc...Different char will max out different SPECIAL scores, i think it's sweet.

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Dawn Farrell
 
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Post » Fri Nov 27, 2015 2:44 pm


Just kill them with your metaphoric flame thrower.
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Daniel Brown
 
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Post » Fri Nov 27, 2015 2:38 pm

I... don't care what people do with their consoles? What are you talking about? I hope that console commands are the only way to get maxed special. If you want a maxed special character, sweet, all the power to you, but the game shouldn't be balanced in a way that makes that possible through normal means.

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Alexander Horton
 
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Post » Fri Nov 27, 2015 11:35 am

Misread your earlier comment. It happens.

I have my suspicions about how it will work, and if I'm right it may be possible to max out SPECIAL, but at the cost of everything else. Here is how I'm picturing it:

You will begin the game with a total of 28 out of a maximum of 70 SPECIAL points. Every time you gain a level, you will be able to choose a perk. There will be 10 perks associated with each special stat, one for each value between 1 and 10 as seen on the garage chart. You will need the appropriate SPECIAL value to pick a perk, so you will have to use perk picks on the 'Intense Training' perk, which will allow you to raise a SPECIAL stat by one.

Assuming a level cap of 50 after all DLC, that would mean you will ultimately gain a maximum of 49 perk picks. Putting 42 of them into Intense Training would, indeed, max out your SPECIAL stats, but only leave you 7 other perk choices.

The higher you raise your SPECIALs, the fewer perk ranks you can have and the less you can do. But, the lower you leave your SPECIALs, the fewer top money perks you can have. As the best perks are likely to be the 8, 9 and 10 perks you won't be able to be a master of all trades because you won't have enough perk points to get it all.

Even that assumes an eventual level cap of 50. Both Fallout 3 and New Vegas had an initial level cap of 30, and this system would be really restrictive at that cap.

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IM NOT EASY
 
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Post » Fri Nov 27, 2015 12:16 pm

I think my only concern with this is that if skills are to be replaced by perks which I think is everyone's current assumption based on the information provided is that we have to use valuable perk points to level up skills like lockpicking, science!, etc which could be spent on more "fun" perks like increasing VATS abilities or adding extra inventory space or black widow etc. Previously with the skills model when you got both skill points *and* perks you didn't have to make that decision as you could pick up both.

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Laura Samson
 
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Post » Fri Nov 27, 2015 11:41 pm

So this means intelligence will affect your skill points again huh? Seems kinda pointless to do anything less than 9 at the beginning or you're just losing skill points over time.

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~Sylvia~
 
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Post » Fri Nov 27, 2015 6:01 pm

No it does not. Because we most likely don't have skillpoints anymore. And the descripütion of intelligence just spoke about increased EXP not skill points.

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Tinkerbells
 
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