I really don't like the "perk every other level idea&#34

Post » Sun Dec 11, 2011 4:06 pm

I know its to keep the game balanced but I really didn't enjoy the game's perks in this game. Other then Jury rigging(sp) of-course. It made the game feel a bit dull/ empty, if those are the right words.

I personally tried to keep my character balanced by having my SPECIAL equal (all at 6), and my skills around 65 or so. Should they do something about this with their add-ons or is it ok the way it is. Personally; balance is mainly for multi-player games but that's my opinion.
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Felix Walde
 
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Post » Sun Dec 11, 2011 9:47 am

1) yes. 15 perks is still a lot
2) no. that's what the implants are for
3) no. with some planning you can still pretty much become a jack of (almost) all trades
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Timara White
 
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Post » Sun Dec 11, 2011 5:39 am

Should they do something about this with their add-ons or is it ok the way it is.


My take: It ain't broke, so there ain't no need to fix it.
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Christine
 
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Post » Sun Dec 11, 2011 3:48 pm

1) yes. 15 perks is still a lot
2) no. that's what the implants are for
3) no. with some planning you can still pretty much become a jack of (almost) all trades


15 perks compared to 30? Thats a big difference. Plus you got like 20 other perks from completing the add-ons. So really its 25/50. Also those perks you get from completing challenges are useless. The challenge "Kill everything" only grants a 1% damage per level & there are 3 levels. 3% is waaaaaaaay tooo little to notice.
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Eve Booker
 
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Post » Sun Dec 11, 2011 1:06 pm

I thought New Vegas was well-balanced in these regards. Getting a perk every level was OK in FO3 when the level cap was still 20 but with the cap at 30 I felt like I exhausted the perks relevant to my character and the design would become muddled.

I do wish FONV had more quest-related perks, FO3 had a fair number of these and I felt it added a lot. The "challenge" perks in FONV are interesting but I would have rather seen both than just one.
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Steve Fallon
 
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Post » Sun Dec 11, 2011 7:43 pm

Only thing I would have changed have the option to take a trait every other level when perks aren't available. Of coarse that would have meant Obsidian making a bit more traits. Other then that I think the system is perfect.
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Chloe Mayo
 
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Post » Sun Dec 11, 2011 6:00 am

Voted:
Perk every 3rd level (Though I am fine with the current every 2nd level system.)
No SPECIAL effects on snowglobes. (Best to leave arcadegame gimmicks where they belong. Also, what's special about SPECIAL if you can almost max it out?)
The amount of skillpoints is fine. (Keeps the leveling and general gameplay more interesting and adds a notch to the replayvalue. And it also doesn't force the player to play against the system in trying to avoid becoming too powerful.)

The only thing I see as worth correcting regarding characterprogress is the pace of leveling. Bigger gaps between the levels would correct this.
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AnDres MeZa
 
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Post » Sun Dec 11, 2011 3:09 pm

Here is the best system that I can think of:

If you take a perk every level, you are going to get crappy perks, if you wait two levels, the perks should be better, if you wait THREE levels, the perks should be incredible, FOUR levels, the persk should be absolutely amazing, 30 Levels, the perks should be things like Invinicibility or Unlimited Ammo.

I like the system how it is though.
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Kari Depp
 
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Post » Sun Dec 11, 2011 3:07 pm

15 perks compared to 30? Thats a big difference.


Yep. It's the difference between overpowered godmode, and focused (or else badly gimped) RPG character.

I'd like to see'em go back to their roots- in Fallout you only got one every 3 levels.
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Andrew
 
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Post » Sun Dec 11, 2011 7:21 am

Here is the best system that I can think of:

If you take a perk every level, you are going to get crappy perks, if you wait two levels, the perks should be better, if you wait THREE levels, the perks should be incredible, FOUR levels, the persk should be absolutely amazing, 30 Levels, the perks should be things like Invinicibility or Unlimited Ammo.

I like the system how it is though.


The perks in this game are a lot less useful then of FO3. (Other then Jury rigging)
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CHangohh BOyy
 
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Post » Sun Dec 11, 2011 5:03 pm

I know its to keep the game balanced but I really didn't enjoy the game's perks in this game. Other then Jury rigging(sp) of-course. It made the game feel a bit dull/ empty, if those are the right words.

I personally tried to keep my character balanced by having my SPECIAL equal (all at 6), and my skills around 65 or so. Should they do something about this with their add-ons or is it ok the way it is. Personally; balance is mainly for multi-player games but that's my opinion.

http://www.gamesas.com/index.php?/topic/1140831-getting-28-perks-on-the-360-version/page__p__16676868__hl__28%20perks__fromsearch__1&#entry16676868...that is if you want more than fifteen perks.
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Natalie Harvey
 
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Post » Sun Dec 11, 2011 4:55 pm

15 perks compared to 30? Thats a big difference. Plus you got like 20 other perks from completing the add-ons. So really its 25/50. Also those perks you get from completing challenges are useless. The challenge "Kill everything" only grants a 1% damage per level & there are 3 levels. 3% is waaaaaaaay tooo little to notice.


of course it's less, but sometimes less is more. fallout 3 took the quantities to such extremes, that you did not even have to think about what to choose, cause the game allowed you take almost everything anyway.
now you have to think and choose a bit, which i like.
and way is it too little? it's not like you couldn't dish out massive damage. i can one-hit kill deathclaws with my gobi, where's the point in an even higher damage?
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ANaIs GRelot
 
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Post » Sun Dec 11, 2011 6:51 am

The perks in this game are a lot less useful then of FO3. (Other then Jury rigging)


What? How is Finesse less useful than Finesse? Better Criticals less useful than Better Criticals? Most of the core perks from Fallout 3 are still in, and with 15 per character you can pile most of'em onto one character.

A couple of the extremely absurdly overpowered ones (Grim Reaper's Sprint) have had a few of their teeth pulled maybe.

And don't even get me started on how "useful" all the Melee/Unarmed perks that turned my Melee character into an Unstoppable Engine of Death are.
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Charleigh Anderson
 
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Post » Sun Dec 11, 2011 9:05 am

The perks in this game are a lot less useful then of FO3. (Other then Jury rigging)


I disagree. In Fallout 3 it was basically all the same which perk you chose, because you were so powerful and "aided" by default already. That combined with the fact that you were given so much perks that their individual values decresed drastically the closer you got to the levelcap. Who actually needed something like Grim Reaper or Solar Powered or Almost Perfect when they became available - they just boosted the already too powerful character even further? The skills were so impactless that all the +skill perks were worth nigh nothing as the combatskills never needed to go higher than 60 or so for you to be powerful enough, and the given skillpoints, from both books and leveling, were plenty enough for that and maxing out science, repair and lockpick (which were the only skills that were worth maxing due to their related thresholds).

Now, this is not to say New Vegas perks wouldn't need some work, but in no way are they less useful compared to the F3 ones. :shrug:
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daniel royle
 
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Post » Sun Dec 11, 2011 5:56 am

I think the leveling system Obsidian put in NV should of been used in FO3 as well.....so far the poll speaks for itself, wow :shocking: didn't think I was in the majority.

bigcrazewolf
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Kelly John
 
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Post » Sun Dec 11, 2011 6:49 am

I personally like the perk every other level; that way you have to put some thought into it before choosing one. The number of skillpoints and skillbooks seems pretty decent too as you no longer have 100's in every single skill by the time you reach maximum level. Again this forces a character to focus on what he intends to be with his/her build instead of being the god-of-all-trades :P

As to the snowglobes... It would have been nice if they added +1 to a SPECIAL stat; if there were no implants available. It's even possible that this was the original intention seeing as there are 7 stats and 7 snowglobes (The Strip would have had a definite +1 LCK in that design) but they may have opted to go for the implants instead. :)


Greetz,

Milt
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Phoenix Draven
 
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Post » Sun Dec 11, 2011 8:10 pm

For the 1st one I kinda miss getting a perk every level but I can deal with it although I voted for it to be more like FO3

For the 2nd one no because I like getting 2000 caps a pop.

For the 3rd one I kinda wish we had more skill books as 4 per skill isn't enough it should be 8 skill books per skill thats 24 extra skill points or 32 if you have Comprehension.
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alicia hillier
 
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Post » Sun Dec 11, 2011 6:58 am

Yes.
No.
No.

The perk every other level is something to look forward to when you see the in between level up, it also causes you to consider carefully how you use skill points.

Two things in this game that I have not found time or desire for are snowglobes and sunset startop caps.

There are more than enough points for skills.
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dav
 
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Post » Sun Dec 11, 2011 5:17 pm

it didnt bother me that the level stopped at 30 and that it was every other level "mainly cause you dont become super human powerful like fo3, the enemy's have a chance" but i would like more skill points, one way or another. like in fo3 i had like 5 full skills but and the rest 50 or higher, but in fonv its hard to get your skills up all the way. but im not gonna complain to much.
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Rachie Stout
 
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Post » Sun Dec 11, 2011 2:04 pm

Halving the number of perks allowed? Yes. I like that.

No snowglobe bonuses? Yes. I like it that way.

Being forced to specialize? Yeah I like that.

I don't want a god-like character. Strange I know, but whatever.
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Daniel Lozano
 
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Post » Sun Dec 11, 2011 5:21 pm

I pretty much like the game as it is... However, there's probably still too many skill points.

I just hit level 30 and I have maxed skills in Guns, Repair, Speech, Science, and Lock Pick. I also have about half in Survival, Unarmed, and Melee. That's really too much.
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Milagros Osorio
 
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Post » Sun Dec 11, 2011 7:17 am

1) yes. 15 perks is still a lot
2) no. that's what the implants are for
3) no. with some planning you can still pretty much become a jack of (almost) all trades


This. Except #3....should've been less skill points so ya can't be a jack of all trades (or close, rather)
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Caroline flitcroft
 
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Post » Sun Dec 11, 2011 3:14 pm

I miss the kid in candy store feeling of perks every level, but to be honest, I don't care, the perks I pick are well worth the fun.

In regards to snowglobes, I don't care, implants saw to my problem, Snowglobes being worth 2k a piece is just as swell anyway.

All in all, this is never something I had a problem with.
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FLYBOYLEAK
 
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Post » Sun Dec 11, 2011 9:09 am

I miss the kid in candy store feeling of perks every level


It did feel like that for a while, but very soon... too much candy caused a tummyache, constipation and occasional vomiting. :P
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Charity Hughes
 
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Post » Sun Dec 11, 2011 9:15 am

I think people look back with rose-colored Biker's Goggles at the Fallout 3 perk system. Sure, you were able to pick a perk with every additional level but most of the perks were just skill point boosts. They were incredibly bland and just made it easier to max out your skills.
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sw1ss
 
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