Fallout 4's leveling/perk system

Post » Tue May 17, 2011 6:58 am

What kind of Leveling/Perk System would you prefer in Fallout 4 and why?
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Nikki Morse
 
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Post » Tue May 17, 2011 3:56 pm

Non - Rather than levels, have skill points based on what you use.

If your a gun-ho machine but leave lockpicks, terminals etc alone and plough through the game in an aggresive manner, it should reflect this, and vice-versa..
You should have 3-5 Traits to pick from a big list, and go through the game based on skill, gear and what you actually Role Play as..
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Brian LeHury
 
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Post » Tue May 17, 2011 6:23 am

I refuse to vote as both FO3 and FNV's' systems are very very flawed.

Skill cap 200%

Untagged skills:
1-100: 1 skill points = 1 increase
101-150: 2 skill points = 1 increase
150-200: 3 skill points = 1 increase

Tagged skills:
1-100: 1 skill points = 2 increase
101-150: 2 skill points = 2 increase
150-200: 3 skill points = 2 increase

No hard caps for anything.
This means that you can lockpick any lock no matter your lockpick skill, but it will be near impossible to pick a 170 lock and if your skill level is too low then there is a far greater chance you'll jam the lock.
Speech (Or if Persuasion and Deception) challenges will be handled in Al D's way: http://www.gamesas.com/index.php?/topic/1194408-fallout-4-speculations-suggestions-and-ideas-20/page__view__findpost__p__17746751

At least 16 skills or more, 15 or below is not acceptable Bethesda.

Perks every third level. (But they're more powerful)
The perk Tag! can be picked twice, once at lvl 20 and once level 40.
The trait Skilled is back which gives perks every fourth level but give you +5 skill points per level as well.

Health every other level
0.5xEND
6 END= 3.0Hp/2levels
7 END= 3.5Hp=4hp/2levels.
10 END=5.0Hp/2levels

Skill books can be found or bought at lots of places, but they only raise skills to 65.
Tagged skills can be raised to 120 through skill books.

There are two trainers for each skill around the gameworld, they will raise your skills by 10 if the skills are below 80.
If you're 81+ in a skill then you're too skills for the trainer.
If you're 79 in a skill then the trainer will only be able to give you 1 increase.

No level cap.

This way it's balanced and people can stop whining about reaching the cap as it's non existent.
And those who want to have god characters "can" do so, it will just take a long long time to reach it.
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Marquis T
 
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Post » Tue May 17, 2011 6:57 am

Non - Rather than levels, have skill points based on what you use.

If your a gun-ho machine but leave lockpicks, terminals etc alone and plough through the game in an aggresive manner, it should reflect this, and vice-versa..


I disagree. The learn by doing system doesn't, imo, fit in Fallout at all. The game reflecting how you play should be handled through much higher skill effects (both good and bad) and more frugal skillpoint economy, so that if you decide to go Rambo, you really need to focus on the "Rambo skills", and similiarly with every playstyle.

I'm generally in favor of what Gabe posted, though I'd do it a bit differently:
1-50 skillpoints cost 1:1
51-75 cost 2:1
and 76-100 3:1
(this, as I think it'll be easier to make the skills worthwhile throughout the whole scope within a smaller range -- like, in Fallout 2, with the 300 skillcap, there was never any real need to raise the skills much, if at all, above 100)

And as said, much much higher impact from the skills. And a skillpoint system which considers the chosen difficulty (example: play on normal and there are no bonuses or hits, set the game easier and all the skills get a bonus, set it harder and they get a hit -- resulting in easier gamer getting to max out more skills and maybe even a bit faster, and the harder gamer having the opposite effect).

And more over, slower leveling (at least about 1.5-2 times slower than what it is in NV), and a level cap at 50 or so. A rough example:
Spoiler
How it is now (first number is the level, the second XP needed to reach the level from previous point, the third is total amount of XP needed to reach that level):
Spoiler
z=n+(y+150)
z=xp for next lvl
n=xp 'til prev lvl
y=previous xp raise

2 - 200 - 200
3 - 350 - 550
4 - 500 - 1,050
5 - 650 - 1,700
6 - 800 - 2,500
7 - 950 - 3,450
8 - 1100 - 4,550
9 - 1250 - 5,800
10 - 1400 - 7,200
11 - 1550 - 8,750
12 - 1700 - 10,450
13 - 1850 - 12,300
14 - 2000 - 14,300
15 - 2150 - 16,450
16 - 2300 - 18,750
17 - 2450 - 21,200
18 - 2600 - 23,800
19 - 2750 - 26,550
20 - 2900 - 29,450
21 - 3050 - 32,500
22 - 3200 - 35,700
23 - 3350 - 39,050
24 - 3500 - 42,550
25 - 3650 - 46,200
26 - 3800 - 50,000
27 - 3950 - 53,950
28 - 4100 - 58,050
29 - 4250 - 62,300
30 - 4400 - 66,700


How it should be (first number is the level, the second XP needed to reach the level from previous point, the third is total amount of XP needed to reach that level) for example:
Spoiler
z=n+(y+200)
z=xp for next lvl
n=xp 'til prev lvl
y=previous xp raise

2 - 200 - 200
3 - 400 - 600
4 - 600 - 1,200
5 - 800 - 2,000
6 - 1000 - 3,000
7 - 1200 - 4,200
8 - 1400 - 5,600
9 - 1600 - 7,200
10 - 1800 - 9,000
11 - 2000 - 11,000
12 - 2200 - 13,200
13 - 2400 - 15,600
14 - 2600 - 18,200
15 - 2800 - 21,000
16 - 3000 - 24,000
17 - 3200 - 27,200
18 - 3400 - 30,600
19 - 3600 - 34,200
20 - 3800 - 38,000
21 - 4000 - 42,000
22 - 4200 - 46,200
23 - 4400 - 50,600
24 - 4600 - 55,200
25 - 4800 - 60,000
26 - 5000 - 65,000
27 - 5200 - 70,200
28 - 5400 - 75,400
29 - 5600 - 81,000
30 - 5800 - 86,800
31 - 6000 - 92,800
...and so on up to, say 50

The formula I made may not be correct, but the point remains. The speed of leveling - the gaps between levels - can be adjusted by the "constant" (is that the correct term?), meaning the number, in the formula.


And SPECIAL handled so that when 5 is the average, going below will have negative impact (and possibly postives too in some cases -- low intelligence character plus Torr in Fallout 2 come to mind as a good example) instead of merely lessing the bonuses that start from stat of 1 (and of course much higher impact from the stats, for all this to matter).

And perks every 3 levels, unless a trait changes it. They feel much better and more worthwhile when they are handled more sparingly.
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Emzy Baby!
 
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Post » Tue May 17, 2011 4:37 am

fo nv is more should be more balenced especially after the last patch raised the price of high end ammo and mods a lot. Problem is the A.I. is actually dumber than fo3. I though it was just cl, but NCR is the same. I snipe them with a loud sniper rifle from 50 yards away and they pull a knife and start pacing around. Fo3 they automatically knew where you were at if you sniped them.

I can care less what leveling they have, but they really need to work on the hostile NPCs They are just horrible in this game.
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electro_fantics
 
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Post » Tue May 17, 2011 11:22 am

I was always a fan of Oblivion's "learn-as-you-go" system. Like, the more you jumped the higher you could go. They should do something like that for Fallout 4. It worked, imo, for Oblivion. So, I'm sure it could for FO4. In the beginning of Oblivion you svcked at everything but the more you used weapons and spells you got better same went for running and jumping.
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Gaelle Courant
 
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Post » Tue May 17, 2011 2:11 pm

I was always a fan of Oblivion's "learn-as-you-go" system. Like, the more you jumped the higher you could go. They should do something like that for Fallout 4. It worked, imo, for Oblivion. So, I'm sure it could for FO4. In the beginning of Oblivion you svcked at everything but the more you used weapons and spells you got better same went for running and jumping.

But Fallout isn't Elder Scrolls.
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Darian Ennels
 
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Post » Tue May 17, 2011 8:22 am

But Fallout isn't Elder Scrolls.


I, for one, refuse to have my Fallout PC hopping around the wasteland just to grind levels.
It's silly in Elder Scrolls. It will be sillier in Fallout.

Now, if challenges can grant a few 'use 'em or lose 'em' bonus skill points upon level up, I'd be okay with that.
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Sarah Kim
 
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Post » Tue May 17, 2011 2:15 pm

Now, if challenges can grant a few 'use 'em or lose 'em' bonus skill points upon level up, I'd be okay with that.

Hmm, so excluding combat skills (as they will be used the most):

If I use Sneak the most out of my support skills then upon level up I get a +5increase bonus if I spend 10 skill points in that most used skill?
The top two used support skills get a +5 increase if we use 10 skill points on them.

Like that?
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Laura Elizabeth
 
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Post » Tue May 17, 2011 10:27 am

Anything I don't quote I'm cool with.

I refuse to vote as both FO3 and FNV's' systems are very very flawed.

Speech (Or if Persuasion and Deception) challenges will be handled in Al D's way: http://www.gamesas.com/index.php?/topic/1194408-fallout-4-speculations-suggestions-and-ideas-20/page__view__findpost__p__17746751


:disguise: Aww, thanks.

Perks every third level. (But they're more powerful)


I'm still in favor of a Perk every level, but they are less powerful but some (those that confer strong benefits) can be chosen multiple times. This is just because I think most players enjoy picking perks. I know I feel a little let down when I don't get a Perk.

Health every other level

Or simply a smaller gain each level.
I sincerely hope the devs on F4, as part of the process, playtest with a god character and scale the game play to make that challenging. Basically, wasteland demigod < the wasteland. Less satisfying w/o the challenge. Make the PC think & plan, you know?


Skill books can be found or bought at lots of places, but they only raise skills to 65.
Tagged skills can be raised to 120 through skill books.

Yeah, skill books. Maybe you have to find a set for there to be any benefit.
Or just do away with them altogether. They are fun but sort of silly.
Like I said in my post above, perhaps the game can take note of skills you use heavily since your last level up and offer bonus skill points. Same as books. Even better, make the book bonuses part of quest rewards. I also like your trainer idea. That's better than books.

No level cap.

This way it's balanced and people can stop whining about reaching the cap as it's non existent.
And those who want to have god characters "can" do so, it will just take a long long time to reach it.


I think it's more fun to have a goal to shoot for; maybe make 50 or 100 the final cap.
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Alyce Argabright
 
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Post » Tue May 17, 2011 12:38 am

Hmm, so excluding combat skills (as they will be used the most):

If I use Sneak the most out of my support skills then upon level up I get a +5increase bonus if I spend 10 skill points in that most used skill?
The top two used support skills get a +5 increase if we use 10 skill points on them.

Like that?


Yeah, something like that, or just a small multiplier. There may have to be a limit to the number of times you get the benefit. 3, maybe.
It's not quite ES, but it sort of reflects your PCs actions.
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Dean
 
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Post » Tue May 17, 2011 1:26 pm

Im ok with the NV system, but ill wait to see what Skyrim dishes out for a leveling system.
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Romy Welsch
 
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