Idea for some perks

Post » Fri Nov 27, 2015 9:32 pm

There were a few perks in Fallout and Fallout NV that seemed a little off to me... some of them seemed like things that you should be able to do off the bat, or as quest rewards.
These were things like the Cyborg Perk in fallout 3, the cannibal perk, and the GXR Implant. I think if they were ether rewards, or even had some background to them, it would be not only awesome, but also show some exposition to who the Sole survivor is.

If you were to keep it a level up perk, For instance, when the Cyborg perk is ticked, after the level up screen and all is over and done, and if you're under the condition of being safe/out of combat you witness an animation where the PCs skin in an elbow break and comes off, and it exposes a mechanical terminator set up of metal in cased in meat, your PC looks at it and they have a flash back, a prerendered movie that takes a few seconds to play back, maybe to you're prewar days with some kind accident that results in seeing you're character getting a limb seethed off, getting carted off to help, and some kind of invasive surgery taking place.
or maybe there could be a first person animation on the hud where you suddenly get a boot up screen telling you that your Cyborg implants from a time you seem to have forgotten about have just activated, your PC may have forgot about them due to Cryo, or the Trauma of the operation.

Also I did like The way Cannibalism was handled in skyrim, and I do hope it makes its bloody return - something satisfying eating all the raiders in the world. I was thinking though rather than some one "tricking you" into thinking about a time you ate human flesh, you could witness a similar preenderd imagining where in prewar days something happens to the player and they happen to eat human meat, maybe advertised to them at some dodgy food place as long pork, or a swapable clip where if you encounter human Hunter, and they offer some of at "meat that's sweeter than most" you just witness them offering you some meat and eating it.

just some 2 cents...

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Tarka
 
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Post » Sat Nov 28, 2015 1:23 am

The 'Cannibal' Perk is something that should be acquired by in-game means.
Maybe sit down with the folks in Andale and actually have dinner and then eat another piece from Lamplight that they somehow got their hands on.

Some ideas:
-something that decreases the requirements to building certain food items.
-Strength increase for every type of meat consumed, not just Brahmin.
-Parry: Melee weapon clashes unbalances your opponent more often. The "Unstoppable Force" perk was too situational.

-Cryogenetic: Waiting at a random location (not a bed) heals a small percent. Maybe 25-30.

One thing you have to praise is them coming up with "Jury Rigging." extremely useful perk.

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CHangohh BOyy
 
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Post » Sat Nov 28, 2015 6:03 am

I've never in my life played a game where I wanted less. So in my opinion the more there is the better!
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Pants
 
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Post » Sat Nov 28, 2015 4:17 am

I hope there are perks at every level like Fallout 3. In FNV I flet cheated at times after leveling up and no perk.

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Tha King o Geekz
 
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Post » Fri Nov 27, 2015 9:56 pm

Perks every level? NO.
This encourages you to waste precious perk slots (most of which are nothing more than +10 pts to [insert skills here] ) and discourages you to actually EXPLORE the landscape for those precious Bobbleheads and skill books. As if we weren't BABYSAT enough in FO3 already, they had to add ridiculous perks like "Almost Perfect."
In FO1 and 2 it was even every 3 levels. This encouraged Specialization which in turn increased REPLAY value.

What's the thrill of playing an RPG again if you don't actually take an alternate path but just repeat the same habit and routine?

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Hannah Barnard
 
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Post » Sat Nov 28, 2015 8:58 am

Mostly agree with OP. Also, Skyrim perk mechanics, one per level but you can keep them in reserve for later if no available ones is wanted.

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Mandi Norton
 
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Post » Sat Nov 28, 2015 7:49 am

I still want a perk at every level and used a mod that did just that in FNV after my first play through and it didnt discourage or deter me from doing anything. For alternate paths and endings I just reload a save game at a certain point, see what happens, and then reload back where I was and continue.

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noa zarfati
 
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Post » Fri Nov 27, 2015 8:49 pm

you CAN though.

For example, making a character who took all the DR based perks, then maybe skills based on a specific weapon or weapon type for example.

Also, a fun part about fallout 3 was that i WAS ABLE TO select perks that were not useful, but fun to use. I cannot do that in Fallout new vegas really.

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Farrah Lee
 
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Post » Fri Nov 27, 2015 7:28 pm

I never got this. How does uneven leveling make the game more of an RPG? Doesn't it depend on how the perks and level cap are balanced with the difficulty?

Without DLCs, you could get 20 perks in 3 and 15 in New Vegas; after DLC, 30 and 25 respectively. 3's problem wasn't too many perks, it was that the game didn't accommodate all of those perks. Like, jeez, I honestly would have preferred leveling adjusted in New Vegas so that we got a perk every level but only leveled half as fast to a lower cap; obviously adjusting skill points too. Leveling in New Vegas feels lopsided.

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Adrian Powers
 
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Post » Sat Nov 28, 2015 4:48 am

Just give me Shotgun and Mines perks and I will be happy

I love those little hot potates

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Yama Pi
 
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Post » Fri Nov 27, 2015 7:04 pm

I'm pretty sure that since we have a perk section on our pip-boy and a perk chart option (probably like the skills option in Skyrim) also, that will be able to save perks like in Skyrim. The perk option will be the perks we have, where as the perk chart is where we'll be able to spend perks when we want to.

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Michael Russ
 
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Post » Sat Nov 28, 2015 8:30 am

Perks every other level = PLANNING. 'If I take Superslam now, I'll be able to finish "Come Fly With Me" but if I take Stonewall first, I'll be able to defeat the ghouls guarding the Humble Cudgel which will make NIghtkins easier and I can go back to Novac later'

Perks every level = "Oh I'll just BE A GOD and do everything there is to do on my first playthrough on day 1 with my 9mm Handgun. Heck I'll take on deathclaws on Level 8. I'm 'specializing in melee' and having trouble with Mirelurks? Need a companion? NO PROBLEM!!! I'll just switch to the Terrible Shotgun because I also have 100 skill pts in Small Guns!!!"

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john palmer
 
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Post » Fri Nov 27, 2015 5:09 pm

This is just assumption

The way in which perks are distributed and their relevant power will depend on the way the world is scaled and how powerful the perks themselves are

Maybe for example the perks will be more specialized than before and require more perks per level because they do not cover so much ground.

Instead of having a perk that boosts the power of all ballistic weapons, maybe it will be a perk that increases your effectiveness with only weapons that use 9mm

What more perks per level could also mean is you could take some of the more fun but less useful perks because you are not so pressured into taking perks because you need them

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Avril Churchill
 
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Post » Sat Nov 28, 2015 3:27 am

that has NOTHING to do with perks every level, your argument does not make ANY sense. neither of your arguments have ANYTHING TO DO with perks at all. the first one is the person being stupid, since level barely matters beyond the strongest enemies like deathclaws and Cazadors and MAYBE power armored enemies

the second one does not matter, because skills are completely seperate from how many perks you get. same with how hard the game is

the number of perks you get have NOTHING to do with taking on certain enemies at a certain level as well. you can get 5 perks per level, that is not going to save a level 8 from getting eaten alive by a full grown deathclaw.

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Shianne Donato
 
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Post » Fri Nov 27, 2015 6:53 pm


http://fallout.wikia.com/wiki/Fallout_3_perks

Look at these "Perks." +5 to unarmed, +15 to stealth, +10 to guns, +50% damage against enemy, +# of skill pts to this skill ...

At level 8:

3x Gun Nut
Educated
Comprehension
Bloody Mess
Commando

Power Armors are scattered all around the place which you can have Charon or Jericho use for them to act as meat shields.
Talon Mercs (who carry great armors)are all around the place.
Ok. I'll admit I was exaggerating with the 9mm handgun part but The Terrible Shotgun or A3-21's plasma rifle is up for grabs early game. They're strong enough to defeat Deathclaws.

Are you telling me Nightkin are easy to defeat for a Melee specialist without the use of Superslam on Very Hard?

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Mario Alcantar
 
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Post » Sat Nov 28, 2015 2:46 am

So then your complaint is with "what" the perks are not how many there are, and companions have nothing to do with this discussion, oh and neither does power armor since you need a midgame perk to wear it. By the endgame in fallout 3 you had 29 perks and in new Vegas 24 since you don't get a lvl 1 perk, that's what 5 perks with a lvl difference of 20 personally id rather have 25 lvls an a perk per level than 50 and a perk every 2 lvls, makes leveling up have more of an impact, just make it take twice as long to spread it out.

P.S I agree alot of fallout 3 perks did kinda svck.
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Catherine N
 
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Post » Fri Nov 27, 2015 7:58 pm

I think we'll see at least one perk per level. If there are no skills to raise to each time you level up we will need a way to increase our abilities somehow. Assuming of course skills are out as they seem to be.
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dav
 
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Post » Fri Nov 27, 2015 7:34 pm

Hope we have perks every level too, personally

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Lifee Mccaslin
 
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