Pacify Perks Need an Overhaul

Post » Fri Mar 18, 2016 12:04 am

When I first saw the pacify perks (animal friend, wasteland whisperer, intimidation, and maybe ghoulish rank 3) I thought how cool it would be. Well it's really just too random, gimmicky, and unreliable. And it's so repetitive for each one. Really lazy/half-baked perks on developers part.


Also, I don't understand why it can only be use with guns - animals/creatures don't know you have a gun and humans can surely be intimidated by an armored wasteland legendend wielding an rocket powered sledge hammer!



My recommended overhauls to make these perks more fun, unique, and usable.


None of these would require the use of a gun – you could do it armed with whatever you want.


Animal Friend.

Rank 1: Animals will no longer attack you. You can now take small animals and dogs as pets.


Rank 2: Animals will come to your aid in a fight against non-animals. You can take large animals as pets.


Pets are similar to companions but have fewer options. You cannot directly control them. They permanently die. However, they can be taken alongside other companions and do not conflict with lone wanderer perk. You can only take one pet at a time. Pets will fast travel with you. Pets cannot carry or wear items.


Wasteland Whisperer

Rank 1. You can now attempt to tame small wasteland creatures. (This is the same mechanics as pacify – tame is just a better word) However, there are now 3 segments of health (marked at 75%, 50%, 25%) once you take down a segment you have another chance to attempt to tame. Difference in rank increases your chances to tame, but if they are higher level than you your chance is very small. Once tamed, a wasteland creature can be summoned. A few seconds after being summoned they will charge into the fray and a track all excep the player. There would be a menu added to choose which previously tamed creature you want to summon, which you can 'favorite' onto hotkeys/d-pad. You cannot control them but you can summon as many creatures as you have tamed. If they are not the same type of creature they will fight each other.


Rank 2. You can now attempt to tame large wasteland creatures.


Rank 3: You can ride death claws.


Intimidation

Rank 1: There is a passive chance humanoid enemies(humans, synths, super mutants, and non-feral ghouls) will give up the fight and run away, this chance is increased by ranks of intimidation and difference in level. Synths have a much lower chance to run. Supermutants have a very low chance to run.

Rank 2: There is an increased chance enemies will run, but there is now also a very small chance that they will instead aid you in your fight as temporary companions (this would not conflict with current companions or lone wanderer perk, they would simply follow you till the fight was over then leave the area. You would not have to kill them in order to satisfy a ‘cleared’ objective)

Rank 3: There is a further increased chance enemies will run, and/or join the fight on your side. You can now access a dialog with enemies who join you and have the option to send them to settlements. Super mutants and Synths sent to settlements with humans/ghouls would lower the happiness and may even cause the other settlers to attack them – so they should be sent to segregated settlements.


Ghoulish:

Instead just having a small chance for Ferals to become friendly at rank 3 only, I recommend each rank add an increased chance.
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Budgie
 
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Post » Fri Mar 18, 2016 6:57 am

Agree to some of your ideas. Too random. But, if I choose to have Ghouls / S M in settlements, I would rather have them friendly since players may use mods/game commands to change. Like I did with Assaultrons, no mods, but few lines and settlers will not attack these on sight and vice versa. Don't know about the devs, but I figure they like "% chance of.." very much. I rather have more control of what I'm doing.


Cheers,


-Klevs

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Causon-Chambers
 
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Post » Thu Mar 17, 2016 4:03 pm

Decent ideas, tho I scrap the rank 1 for animal, enemies are enemies and ya shouldn't just have a free way for them to stop being enemies.
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sara OMAR
 
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Post » Thu Mar 17, 2016 7:26 pm



Rank 1 and 2 are identical o how it was in fallout NV and possibly fallout 3 as well(can't remember)... I added. The bit about peta of course.
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Stacyia
 
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Post » Thu Mar 17, 2016 5:41 pm



Doesn't magically mean they weren't bad perk ideas back then. Or now.
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Flutterby
 
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Post » Fri Mar 18, 2016 5:28 am

No one said they were bad perks back then, most people liked them alot. I never used animal friend perk but the name suggests you're friends with animals so i think it should go back to how it was.

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Solina971
 
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Post » Thu Mar 17, 2016 9:12 pm

:facepalm:

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Josh Lozier
 
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Post » Fri Mar 18, 2016 4:23 am

my main problem with these perks is that every time i aim at them my crosshair changes and i can't shoot right



- yeah it would be interesting to "keep" tamed as companions ( if u are alone ... for gameplay balances )



- if they are introduced they need to be immersive somehow



- they would need some scripted behaviour ... for example : - a feral ghoul in a city when idle should sit on it's ass in the middle of the street



- a "Death Claw" in a city should - A) - sleep


- B ) - run around like a silly dog

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MatthewJontully
 
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