You know, you can split up the Gun skill. Fallout-Fallout3 had Small gun and Big gun. You could go further if you want.
You know, you can split up the Gun skill. Fallout-Fallout3 had Small gun and Big gun. You could go further if you want.
That leads to more of a headache. If you want to do two weapon styles (a pistol for short range engagements and a sniper rifle for longer ranges), you would need to have two skills, which is more complicated than one. having a secondary weapon skill, when one is better than two most of the time, is often just wasting points.
Fallout 4 supports the idea of splitting better because now I only need 10 perk points to max out two styles (for my current girl, those are gunslinger and rifleman), whereas with the FO 3/NV system spends 200 points to max both styles in that way.
Yeah, I really like the way weapons are broken up in the character system this time; energy weapons and guns are separated by crafting requirements instead of use, and perks like Sniper or Rooted are solid ways to include more specific bonuses on top of the generic bonuses from Rifleman, Commando, etc.... plus, putting Heavy Gunner and Steady Aim in Strength ultimately has the same effect as Strength requirements on weapons in the older games, but in a more intuitive way.
Unless you've gone past level 100 on multiple characters, I don't see any way you could talk about every character being able to do anything. At level 50, the highest level requirement for any perk, you've roughly taken maybe 1/5th of every choice you can make on the chart. And that doesn't change the fact that you've got to have some kind of build for the first 50, or even first 100 levels, and that you've still got to play a lot of the game with that character before you can decide you're a master-of-all-trades. Plus, the amount of perks you can choose at any point is so much more open-ended - my biggest beef with the older games is that in the early levels, there are so few choices you can make for perks, so my first few level-up generally feel the same regardless of where I put my skill points.
And if you're going to talk about every character feeling the same in the endgame, tell me how you feel about maxing out at least two thirds of the skills in Fallout 3 or New Vegas by the time you reach the cap - especially with DLC, which threw any sort of balance they were trying to maintain with a level cap out the window.
I dunno about you all but i miss Morrowind's system..... You could make a really great RP character there..
Still I like Fallout 4.
Character creation in FO4 is generally a colossal waste of time and resources -- Considering you generally cannot see you face and your face is completely meaningless in any case.
Guess what, me and many others are technically "millenials" (I was born in '89) and I don't look for "hand-holding" at all. This is a huge generational bias which is simply not true. I'm tired of all of the dumb kids these days giving the rest of us a bad name. (And people who like and want to play D&D can do so; I know plenty of people from my generation to play it with no issue...)
But I don't see anything bad about FO4's leveling system. It's just a bit different from ones I've experienced in other RPGs. Every system has its own strengths and weaknesses. And to each their own.