Perk Prerequisite's instead of Skill 1-100 (assumption only)

Post » Tue Dec 01, 2015 6:28 am

So my only assumption is that their will be prerequisite's for Perks if they have taken out Skills (I am not saying they did, because I don't know).

This is really the only thing I want to know more about before the game comes out. If I had to make a wild guess or assumption off what we know or have gathered so far, this is what I would come up with.

XP, Stats, and Perks,

- You have your Stats, we know Luck effects your VATS regen.

- No skills, no 1-100 Guns (this is assumption), instead you haft to meet a Prerequisite for a Perk. Example, to gain "Mini Gun Frenzy" (I made that up), a Perk that gives you +25 damage to Mini Guns you must kill x amount of things in game or use a mini gun type of weapon for x amount of time to unlock this Perk. Its a rudimentary example.

I want to know all the information or assumption anyone has about Stats, Perks, and Skills in Fallout 4. What do you know, and or what do you assume as of right now?

Thank you for your information or input on this subject.

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Ross Zombie
 
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Post » Tue Dec 01, 2015 3:41 pm

Your point on using x amounts of something is logical! It's like in TES, where you have to actually use the skills to advance that skill e.g. swing swords to improve your blade/one handed skill... And kind of the challenges in FO:NV...

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Lakyn Ellery
 
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Post » Tue Dec 01, 2015 5:12 pm

I think skills will be based on a 1-10 scale like Special, but that's just my opinion.
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rheanna bruining
 
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Post » Tue Dec 01, 2015 3:42 am

I actually agree. If they removed skills, I hope they work on more perks that you gain while USING different things.

For example, gaining Science perks after hacking Novice computers which will allow you to hack the next level of computers and so on. You gain the perks from doing the "skill".

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Jessica Stokes
 
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Post » Tue Dec 01, 2015 10:23 am

My theory on it is that SPECIAL, Perks, and Ranks(Skills) will all be tied together based on SPECIAL. For example: if you have a 10 intelligence, you will have more available Perks that involve Intelligence starting off, and will also be able to gain higher ranks like science at a faster rate. This in turn may unlock even more Perks.

Just a guess, but makes sense to me.

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Michelle Chau
 
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Post » Tue Dec 01, 2015 4:11 am

perks probably have special requirements, I agree with other that you probably get one perk every level and can then use it to improve an skill like small arms or science from level 0 to 4 or similar or you can pick the special perks like gun nut or animal friend. Perks like sniper is likely to require skill perks, hopefully not like skyrims tree as small arms and energy weapons are both valid paths.

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Oscar Vazquez
 
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Post » Tue Dec 01, 2015 11:01 am

I don't want the TES model for skills being perks. I'd rather set the amount that my character is at, instead of ending up as a MOAT because my character hacked a lot of computers but that doesn't mean he/she is a genius with computers. Could be very average with computers, just hacked a lot of them because the computers are there.

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loste juliana
 
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Post » Tue Dec 01, 2015 1:53 am

AS long as we don't have utterly useless perks that can't even be fixed by mods (crit/bleed effects were bottomkek in Skyrim), damage additions were boring as hell as you did more than enough anyway... Just needs some flair.

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victoria johnstone
 
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Post » Tue Dec 01, 2015 3:43 pm

I'm just gonna copy and paste my speculation on this from the stat thread:

I suspect that you will get to choose a perk every level, and that individual perks will have a SPECIAL requirement. One of the selectable perks will be 'Intense Training' which will allow you to raise a SPECIAL stat. So, each level you will choose between SPECIAL stat point or perk. Assuming a level cap of 50 that would mean that you ultimately gain 49 perk picks. Using 19 of them to raise SPECIAL stats would raise you to the 47 points you would have in Fallout 3 if you got all the bobbleheads, and leave you 30 perks choices ... which sounds about right for a 50th level character.

But, you could go heavy on SPECIAL and light on perks, or heavy on perks and light on SPECIAL.

Don't know for sure that's how it will work, but it makes sense.

Also, I'm assuming a level cap similar to New Vegas, which started at 30 and was raised by 5 with each DLC to a total of 50. They could so something similar here ... but we don't know anything about DLC. Will they opt for several smaller ones or go for only a couple good sized ones like they did with Skyrim? Who knows.

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matt white
 
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Post » Tue Dec 01, 2015 11:28 am

I prefer the idea of a challenge based perk system. Much like the perks you earned through challenges on FONV
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Tha King o Geekz
 
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Post » Tue Dec 01, 2015 9:33 am

I'd say that what you're against actually makes more sense. A person can be born a genius; that doesn't mean that they immediately know everything. It just affects their highest potential. They'll start out small, in this case hacking simple systems, and work their way up to more complex and secured systems using the experience and knowledge they gained from hacking easier computers.

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Phillip Hamilton
 
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Post » Tue Dec 01, 2015 7:27 am

I doubt you will be able to end up as a 'MOAT'. Assuming that various perks have a SPECIAL requirement (some of them requiring a 10, even), and given the low SPECIAL totals you start with, you will have to carefully select your special to qualify for the perks you want early. While you will probably be able to raise SPECIAL stats as you level, if doing so costs a perk pick then the more SPECIAL stats you raise, the fewer perks you can have at the level cap. The more perks you pick, the fewer SPECIAL gains you can make and the fewer perks you qualify for.

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Everardo Montano
 
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Post » Tue Dec 01, 2015 8:47 am

Do we even know for sure Skills have been removed? It's not like Beth would cover every little detail during an event like E3, and we know the Pipboy has had a re-make. And even if a Skyrim like Skill system makes more sense, or if they implement a whole new system that's far superior; there'll will still be people to hate it, just because they preferred the old system better.

Unless there's an article out there confirming the removal of skills this is all speculative. And that isn't a bad thing, perhaps this was done intentionally to stir up controversy and create a buzz. Or perhaps they did remove skills and there'll be something new. We'll likely have to wait before we know for sure.

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Alessandra Botham
 
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Post » Tue Dec 01, 2015 11:18 am

This is the one thing that might make me re-think my SPECIAL assignments --- PERK requirements. Like, if I have to have STR 5 and END 5 to get the extra Carrying Capacity perk, then I have to decide if that one perk is WORTH putting STR and END at 5 when otherwise I would keep them at 1. If there is a perk that requires 2 STR, then, sure, maybe I can sink a point in there.

Considering the way Gun Nut and Science! and Local Leader are ~ranked~ (at least up to three) it may be that you have to have a 6 AGI to get Gun Nut 3 and to get Science! rank 2 you need INT 4... makes me wonder if there will be any use in developing a SPECIAL stat to 9 or 10. If there ARE higher ranks, like Gun Nut rank 5, which requires an AGI of 10, say, then I wonder how they make that WORTH investing 10 pts in AGI without making it SO good you almost feel you HAVE to get 10 AGI.

I suspect that the vast majority of perks will only require a moderate SPECIAL value to unlock, except for those rare and powerful perks that may require you to invest more heartily in SPECIALs. It WOULD be nice to know, though. Especially the way they're changing up what abilities DO, like having PER and END affecting Action Points, now.

EDIT: Of course, it could be you need a 4 INT to unlock Science! at rank 1 and then after that you can spend your Perk gains to boost it to rank 2 and rank 3, instead of spending those perk points on something else like Gun Nut rank 1 (assuming you met the baseline SPECIAL requirement it may have).

Regarding the loss of skills entirely ---- I agree it's not set in stone, yet, but I don't see a problem with it. Hacking and Lockpicking, for example, were largely binary: you had the 50 skill you need, and succeed, or you don't have the 50 skill and you fail. Sounds like the difference between Rank 1 and Rank 2 would give the same result.

I just hope that if they HAVE done away with skills in favor of a lot more perks, that they don't chain perks togther or make one perk dependent on another (except higher ranks of the same perk, obviously). Like, maybe to unlock the Sniper perk for doing extra headshot damage (making this perk up), you have to already hve Gun Nut rank 2 AND an AGI of 5 or higher....

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Grace Francis
 
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Post » Tue Dec 01, 2015 2:52 pm

I'm basing my assumptions on the perk chart in the garage shown in the trailer, which seems to cross reference the 7 SPECIAL stats with 70 perks, one for each value of each special stat. But you are right, it is all speculation.

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Multi Multi
 
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Post » Tue Dec 01, 2015 12:28 pm

My view on skill and perks is that all skills have turned into perks. so a "small guns" perk will increase damage of guns for example and is upgradeable in ranks just as "swift learner" was in fallout 3. its simple and all the data thus far suggests thats how its been handled.
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chinadoll
 
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Post » Tue Dec 01, 2015 4:54 am

Or there are skill/perk trees similiar to the ones in Skyrim ;) Just without 'learning by doing'

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Emma
 
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Post » Tue Dec 01, 2015 9:49 am

I'd find it weird if skills were missing but they implemented a TES like system. In Skyrim they got rid of atributes (special in FO) and kept skills.
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Tina Tupou
 
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Post » Tue Dec 01, 2015 5:53 am

My guess is that there is no hard level cap, and instead perks have progressively harder and harder SPECIAL requirements. So, you'd eventually "grow into" your SPECIAL distribution, perkwise, but there won't be many (or any?) chances to increase your SPECIAL. Most of the okayish or more general perks will have lower SPECIAL requirements, but the really freaking amazing perks like Solar Powered will require up to 10 in a SPECIAL before being taken; that way, there's a reason to specialize in one attribute, but at the same time you'd be sacrificing more perks by not having those points more evenly spread out.

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Ash
 
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