Perks Beyond the Chart

Post » Sat Nov 28, 2015 4:55 pm

So far it seems perks are all set up in that nifty SPECIAL chart. In 3 and Vegas we got perks as rewards in quests (Wired Reflexes) or from in game challenges (Laser Commander). Do you think perks like these will appear in 4? Will they be limited by SPECIAL as well or require prerequisites from the chart? How exactly will they do new perks from DLC? Expand the chart?

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Ella Loapaga
 
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Post » Sat Nov 28, 2015 1:51 am

Since there is still a perk tab in the pip boy which I assume still just lists what perks you have, its not impossible none leveling perk is still a thing.
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Amie Mccubbing
 
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Post » Sat Nov 28, 2015 6:28 am

Don't forget dlc perks
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Jessica White
 
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Post » Sat Nov 28, 2015 2:39 am

I enjoyed the achievement perks in NV and I hope those are back. It would also be cool if we could buy "perks" in the form of special normal and combat implants, similar to the "wired reflexes" perk.
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Erin S
 
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Post » Sat Nov 28, 2015 4:35 pm

This. If they just had the perks in the chart, they wouldn't have bothered adding a separate tab to list them in the Pipboy.

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Suzy Santana
 
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Post » Sat Nov 28, 2015 7:01 am

Where exactly does the chart exist beyond the player home? The pause menu?

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Sakura Haruno
 
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Post » Sat Nov 28, 2015 11:32 am

Yeah there was a perk chart tab on the pip boy shown during e3, I think.
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Adrian Powers
 
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Post » Sat Nov 28, 2015 5:53 am

I wonder if each DLC will just add a new chart with its own perks. At first I thought just add a new row but that would require a SPECIAL of 11.

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patricia kris
 
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Post » Sat Nov 28, 2015 3:49 am

Yeah, I can't imagine that they won't have rewarded perks, like from quests or achievements. And since they're rewards for in-game actions, there's no reason for them to have SPECIAL requirements (after all, the ones in FO3 didn't need you to have a certain skill level or character level, you just got them).

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John Moore
 
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Post » Sat Nov 28, 2015 1:54 pm

Given how most of Fallout 3's DLC perks were quest rewards and the like, I suspect they will just be given to you.

The only DLC for Fo3 that actually had perks you could pick was Broken Steel, but that was an odd case DLC, because of it changing the ending, and raising the level cap. Fo4's ending is open, and has no level cap by default, so its unlikely we will get something like that again.

Making new charts, or adding onto the chart, doesn't seem like it would be needed.

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Scared humanity
 
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Post » Sat Nov 28, 2015 8:00 am

You don't think they'll continue New Vegas's tradition of adding new perks every DLC?

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Ron
 
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Post » Sat Nov 28, 2015 11:50 am

They will add perks every DLC, just not to the main list.

It will either be like Fallout 3, were all the perks were quest rewards, or Skyrim, where they added a bunch of "not-perks" in the form of Herma Mora's black book powers.

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Oceavision
 
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Post » Sat Nov 28, 2015 3:10 pm

All of the New Vegas DLC did the same thing as Broken Steel, and had to raise the level cap each time so that maxed out characters could still take perks. I'm not sure if/how Bethesda will add new perks with DLC; it's possible that they don't, honestly.

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Jaylene Brower
 
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Post » Sat Nov 28, 2015 1:02 am

I just wondered that because they seem to be going in a direction where SPECIAL is more important. If DLC perks will be quest rewards, my guess is there will be hidden requirements in the actual quest. For example, in quest A you help Dr. Scientist and he'll just give you caps. With 9 Intelligence you can ask him about his research after the quest and get some cybernetic implant. In quest B you help Mr. Politician and with 9 Charisma you can compliment him after the quest and he'll give you a copy of Lying Congressional Style with notes in the margins by a pre-war president that gives you some Charisma perk etc...

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sarah simon-rogaume
 
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Post » Sat Nov 28, 2015 5:06 pm

I don't think so, most people tend to be pissed off if they loose out major rewards.

Leveled unique gear as quest rewards in Oblivion was an major hate object even if you could make better enchants with sigil stones.

This would be much worse as it would be an reward who would be nice for everyone and you would also loose out the medium level version of the item who also had it uses.

If something like this is included it would be more like an special requirement for either starting or finishing the quest.

Only quest like this was probably the wasteland survivor guide book quest where you might needed some skill to get the best reward but this was to solve the sub quests optimal.

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Jade
 
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Post » Sat Nov 28, 2015 4:02 am

That's the fun of RPG's though. Different builds yield different rewards, making each "special." So long as each DLC offers a variety of perks for different builds I wouldn't have a problem with it.

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^~LIL B0NE5~^
 
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Post » Sat Nov 28, 2015 2:10 am

Yes, I don't mind however it will piss lots of people off at least if its just below 5 in intelligence and you loose out. If you have to hack an computer to get it and you can not go back after the quest people will accept it.

Mothership Zeta did this with an powerful gun in an expert chest.

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Dan Wright
 
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Post » Sat Nov 28, 2015 10:26 am

In Fallout New Vegas, I've got a mod that adds a lot more perks to the game, and (being Fallout New Vegas) you can pick them whenever you want, so long as you meet the stat/level requirements. I have to wonder, though, how mods would add perks in Fallout 4? If, when you level up, you JUST get the perk chart to pick from, how would a modder ~add~ to the perk chart, or expand it in any way? If, when you level up, it is a ~list~ as it has been in previous games and the chart is just there for informational / planning purposes, then it's a moot point since modders can just add to the list as they always have.

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leigh stewart
 
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Post » Sat Nov 28, 2015 5:04 am

I don't know if they will have achievement perks (or even if I want them, though that's irrelevant), but I'd be surprised if we didn't see quest reward perks like we had in Fallout 3 (Rad Regeneration, Ant Might, etc.).

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NO suckers In Here
 
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Post » Sat Nov 28, 2015 4:09 am

Well, modders did manage to alter the Skyrim perk "constellations", so I guess we'll have to see.

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Lyd
 
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