Skill & Perk Line-Up [Speculation]

Post » Sat Nov 28, 2015 2:23 am

I agree, but I would also add that the first row does also consist of actual perks used to increase our stats directly as described above.

These 7 perks are included in with the total of 275. Because each time you click them they would do exactly the same thing (increase stat by 1), and because we can use them as many times as we like up to 10 points (raised by max of 9), these would count as 1 perk each.

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Stefanny Cardona
 
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Post » Sat Nov 28, 2015 9:55 am

How do you know that?

It wasn't explained, just shown.

Maybe I've misunderstood it, but I'm quite certain that it's how I described it.

Yeah, and the first perk is the Training perk.

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Connie Thomas
 
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Post » Sat Nov 28, 2015 7:50 am

The first row of 11 rows is the intense training perks row.

The 2nd row and beyond contains perks.

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Marion Geneste
 
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Post » Sat Nov 28, 2015 2:40 pm

How do you know that?

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Patrick Gordon
 
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Post » Sat Nov 28, 2015 3:07 am

It was explained a while back. We can either level SPECIAL or pick a regular perk at level up. Hence, the top row being the new intense training perks.

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Bambi
 
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Post » Sat Nov 28, 2015 11:11 am

Who explained this and how? Of course you can choose between raising SPECIAL and a regular perk. It's just that the top row isn't the Training perks.

http://imgur.com/JHENtb3

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Maeva
 
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Post » Sat Nov 28, 2015 2:12 am

First of all, I really appreciate you sharing the information with us regarding the chart, and it must have been very cool seeing it all up close in the demo!

With regards to the 4 skills I mentioned, these would all be made available from the very start of the game. This way, even if we didn't have a weapon, we could throw a punch. And if we were unable to access a terminal, we could at least attempt to pick a lock. The other two would allow us to get better prices from traders, and repair things, both of which would be essential right from the start of the game. Apart from this, these 4 icons are the only ones that match up exactly with the 4 respective skills. As for the other icons in the first row, increasing our damage rating, using a pistol, and finding more caps would also be very useful for a starting character. And so all of these fit what we know about the game.

And so, please don't take it personally with regards to misunderstanding, or perhaps simply miscommunicating some of this information. The other details you have provided far outweigh this, and are very valuable. And besides, if I had a bottlecap for every time I said something on here that confused or even annoyed others, which I then had to clarify or amend, I would be a very rich Vault Boy!

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Elizabeth Lysons
 
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Post » Sat Nov 28, 2015 12:18 pm

Did you read my previous post? I identified two perks on the 2nd row, Toughness and Gunslinger, under Charisma there is a Trader skill.

Here are the images, compare them with this poster : http://imgur.com/a/WJG4X

Trader skill - previous master trader perk: http://fallout.wikia.com/wiki/Master_Trader

Toughness is still the same, atleast in term of icon : http://fallout.wikia.com/wiki/Toughness

Gunslinger now is either a skill or a perk - http://fallout.wikia.com/wiki/Gunslinger

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TASTY TRACY
 
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Post » Fri Nov 27, 2015 11:22 pm

If you actually look at what you just posted you can clearly see the second row, the one you call Intense Training row, specifically, look at Charisma, that's the Master Trader perk in that row. The very top are where we will pick to increase the SPECIAL of our choice.

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gemma
 
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Post » Sat Nov 28, 2015 9:09 am

No worries I don't take it personally :icecream:

All that you and the other guys said is reasonable, so I might just misremember it.

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NeverStopThe
 
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Post » Fri Nov 27, 2015 11:17 pm

The most important thing is that you shared some absolute diamond information that I haven't been able to find anywhere else. Because of this, I now know exactly how to work out how many ranks each perk has, and it's something brilliant that the devs have incorporated into the chart! Also with the clearer chart images, I've already verified a ton of my previous estimations, and have amended many that I had previously misread.

And so the full list of perks complete with ranks will therefore be up on here within the next week if I can put enough time into it, or slightly longer if I can't :goodjob:

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Ells
 
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Post » Sat Nov 28, 2015 5:12 am

Really nice piece of work.

Pity this forum lacks likes.

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vanuza
 
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Post » Sat Nov 28, 2015 2:40 pm

Thank you, it means a lot to get comments like this after the sheer number of hours I put into all of this. And even though some of the details I predicted were a bit off the mark, some of them were not only spot on or very very close, it looks like I got many of them right even though the icons are actually different!

These new images of the perk chart will make this a breeze compared to staring endlessly at the old low-res ones :D

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Unstoppable Judge
 
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Post » Sat Nov 28, 2015 9:01 am

Having fun with these things is almost like pre-launch personal DLC :cool:

And a bit like:

CSI: Fallout

oh... I have visions of you sitting at your PC like this...

https://www.youtube.com/watch?v=qHepKd38pr0

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Meghan Terry
 
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Post » Sat Nov 28, 2015 12:13 am

Exactly this, except now you all know I actually look like a cross between Liam Neeson and Harrison Ford!

EDIT: I'm pleased to say that the new images confirm my previous hunch of a very interesting new 'companion' perk.

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djimi
 
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Post » Sat Nov 28, 2015 9:32 am

I hereby dub you Liam Ford. And good job everyone, for the new info and insights! :thumbsup:

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Nicholas
 
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Post » Sat Nov 28, 2015 12:50 am

Very good lol, I was worried you might have said Harrison Neeson! :D

EDIT: also I second that, well done to everyone who has contributed so far with new ideas or information.

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john page
 
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Post » Sat Nov 28, 2015 1:50 am

I'll second the first part.

On the second part, I think the goal is to come up with up with as close a simulation of the Fallout 4 perks as he can based on the info available.

Then see just how close it actually is.

Might be 85% correct, might be 65% correct.

Either way it is a fun way to pass the time while we wait. :)

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Daniel Lozano
 
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Post » Sat Nov 28, 2015 4:13 am

Science is almost certainly 6, as it looks exactly like the image in the link. http://funnyjunk.com/text/5618424/This+is+what+molested+you+as+a+kid/954#954

I'm actually thinking may be about building the modding the big guns, like a Fat Man, Gatling Laser, Minigun, Missile Launcher, or possibly a Tesla Cannon. The Radioactive symbol next to the really big gun makes me think this.

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Amanda savory
 
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Post » Sat Nov 28, 2015 1:35 pm

You're quite right about Science! being at 6. The one underneath is actually comprehension as I suggested in my OP, except the icon has been changed. Whereas I originally thought VB was holding and reading a single book, he's actually carrying a stack of books. This ties into the suggestion I made http://www.gamesas.com/topic/1530098-collectible-skill-books.

Also, all big guns would be modded using either Gun Nut for ballistic weapons, or Science! for energy weapons. Both of these groups now incorporate pistols, rifles, and heavy weapons, and because of how powerful heavy weapons are, pistols and rifles now come with special bonuses to damage depending on our choice of perks. Note that, as BOX MAAAN pointed out, recoil for all weapon groups would be affected by our base Strength, and this would have the most noticeable impact when using heavy weapons.

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Adam Baumgartner
 
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Post » Fri Nov 27, 2015 11:56 pm

Because of the way character builds now work, I honestly don't think there will be any level requirements. This is especially true when we consider the confirmation of there not being a level cap, as this suggests a completely open approach from the devs. Level requirements would also be unnecessary due to the new structure of the levelling system itself.

Let's say you wanted to access some high level perks from the start, and so you maxed out two of your stats in character creation. Even though you would have access to some of the most powerful perks in the game, you level of specialisation means that it would take you a long time to catch up on some of the more mundane but vital abilities. This would be the same as having a high powered vehicle for getting around in, but having difficulty when travelling on foot due to an injury. The first would give you a definitive edge in certain circumstances, but the second would leave you vulnerable the rest of the time until you were able to properly heal. Bringing this back into gameplay terms, a far more sensible approach would be to incorporate a number of mid-range stats that would allow us to access more of the available skills, as well as some additional supporting perks. This way, we start off with a much greater chance of survival. And as we increase in levels, we can gradually push the required stats up until we're able to unlock higher level abilities.

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meghan lock
 
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Post » Sat Nov 28, 2015 4:15 am

The Nocturnal Perk makes me think that Fallout 4 will have destructible lights.

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rheanna bruining
 
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Post » Sat Nov 28, 2015 6:51 am

Very good suggestion, I'll add that to updated perk description and mention you in the OP :smile:

Just to let you all know, with the new hi-res perk chart and a whole lot of calculating and testing on paper, I have started to include actual values for most perks, including individual ranks. I have not tried to guess base damage for weapons and such, as this would be a lot harder to estimate. But when you see the full update (which will cover all 70 perks), you will be able to see how I think weapon damage and other elements will change or increase with each perk. And I'm fairly confident of it's accuracy.

Also, thanks to the details provided by General Garbage about varying ranks of between 3 and 5 per perk, I have come up with a way of determining exactly how many ranks each perk will have, depending on what it does. I have thoroughly tested and rechecked this system, and each time it comes out at exactly 275 perks, which is the figure that Todd confirmed at QuakeCon. I will even explain why I think this system was implemented.

The full update will be posted as soon as I finish typing it all and checking for errors, which should be within the next 5-7 days.

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Bellismydesi
 
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Post » Sat Nov 28, 2015 6:18 am

Well I would say it fairly safe to assume that the weapon modding perks only have 3 levels. I don't remember seeing any of the weapons in the demo requiring higher than 3 in a said perk.

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Elle H
 
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Post » Sat Nov 28, 2015 11:29 am

The markings we see with each weapon seem to point to how much various elements are effected either positively or negatively. So +++ is the maximum, and --- is the minimum. This has to do with the 9 quality levels for each elements (such as range, magnification, and accuracy). The quality levels, from lowest to highest, would seem to be:

Inferior, Reduced, Worse, Poor, Standard, Better, Improved, Superior, and Exceptional.

And so it's unlikely that weapon modding perks will have only 3 ranks. Also, Gun Nut is shown at one point as having a 4th rank.

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Laura
 
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