Perks have Special requirements Confirmed. Quakecon Report.

Post » Sat Nov 28, 2015 1:30 am

This does NOT explain how it is better, it gives you less, NOW explain how you think this is better!

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Allison Sizemore
 
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Post » Fri Nov 27, 2015 10:12 pm

Read this time:

The two functions represent fundamentally different things, and don't belong together.
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OnlyDumazzapplyhere
 
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Post » Sat Nov 28, 2015 10:05 am


Yes i really have.
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Danny Warner
 
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Post » Sat Nov 28, 2015 9:43 am


This and more is why it is better. Just reread. Its tiring telling you the same thing over and over.
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Carlos Rojas
 
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Post » Sat Nov 28, 2015 8:42 am

I was just thinking the same thing.
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Lizbeth Ruiz
 
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Post » Sat Nov 28, 2015 4:37 am

So you are really complaining about:
I want two tabs!!!


Im amazed
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April
 
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Post » Sat Nov 28, 2015 9:45 am

If this were a real world scenario, we wouldn't start of as a 'weakling', but would in fact begin with a set of skills (didn't do that on purpose lol). If we wanted to really go down the soldier route, for example, we could do so without being disconnected from the role. We could actually begin the game with some 'soldier like' characteristics. As we progress, each time we level up, we are given a choice. We can choose a regular perk that gives us a new 'ability', we can take a rank in an existing perk that makes us a little more refined, we can choose a 'skill perk' that allows us to access a 'conventional' skill, or we could increase one of our main stats. I think this is light years ahead of the system employed in previous games :smile:

Edited for clarity

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T. tacks Rims
 
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Post » Sat Nov 28, 2015 8:28 am

Then I guess that makes you an amazed hypocrite, considering the way you keep reiterating that Warp and I apparently aren't reading, despite the fact that you ignore everything we tell you besides that the system we like better involves two tabs. Never mind anything we say to back up said belief.
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Blackdrak
 
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Post » Fri Nov 27, 2015 11:43 pm


It sure is
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Dina Boudreau
 
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Post » Sat Nov 28, 2015 3:33 am

I disagree, this is a far dumber system IMO. In FONV you level up, increase a Skill, then you pick a perk based on how much SKILL you have as well as your natural state (SPECIAL stats), now you require SPECIAL to have SKILL to get a Bonus? That sounds like a dumber version of the previous system with less options and freedom

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Dale Johnson
 
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Post » Sat Nov 28, 2015 5:42 am

Oh My Tzeentch just leave, you are like a friggin tick! You have not explained ANYTHING! Not even 1 time! Im gonna have a breakdown dealing with the concrete slab that is YOU!

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Brandon Wilson
 
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Post » Sat Nov 28, 2015 1:22 pm


Not cool dude
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Charlie Sarson
 
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Post » Sat Nov 28, 2015 7:45 am

Tying every perk to a S.P.E.C.I.A.L. stat prevents us from making more varied characters that can still be skilled at something despite not being "built" for it physiologically. I don't see how that is immersive. I see that as suffocating and railroading your character design. Want to be good at CQC? Better have a Strength minded character because you can no longer be skilled in Unarmed or Melee. You have to be strong instead.

And I'd say that "Meaningful choice" thing can be taken to an extreme. You can narrow the entire game down to one choice at character creation, and if you pick the wrong thing then the game crashes. Obviously, that puts a lot of "meaning" behind your choice, because if you chose wrong the game ends, but it isn't necessarily good design.

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Blackdrak
 
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Post » Sat Nov 28, 2015 4:25 am

Have I ever told you that you're one of my favorite people that I consistently disagree with on here? Thank you for actually presenting your points.

Min previous games, we didn't start out as a total weakling. We have the ability to begin with a certain level of proficiency in certain areas thanks to traits and TAG! skills. In the TES games before Skyrim, we had a similar system with "Major" and "Minor" skills. Now, it seems that with Fallout 4, like with Skyrim, we may start out with no bonus in any area to define who we are starting out. Like you said, this isn't entirely realistic, as everyone has skills.

My problem here is what everything represents. Becoming more skilled in an area is not something that is exclusive from gaining new abilities in it (which is what traditional perks represented). If anything, they make said abilities possible (the skill-required perks). It makes no sense to take all these systems and throw them together into one, when each of them represents something that is fundamentally different, and exclusive from the others.
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Melanie Steinberg
 
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Post » Sat Nov 28, 2015 4:12 am

Your insanity is NOT COOL! It is frustrating, like explaining string theory to a toddler or trying to communicate using sign language to a blind person! Not even 1 time have you explained anything! You have yet to mention even once HOW the system is better! Even when you quote someone else it doesnt mention HOW or WHY it is better! If only there was a proof-of-logic requirement for internet use!

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Roddy
 
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Post » Sat Nov 28, 2015 4:49 am

Post limit.

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Sammygirl
 
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