Skill tree's:Create yours

Post » Fri Feb 18, 2011 10:08 pm

Exactly, Just look at my destruction mock-up. I make light the system and those perks may be over the top but I would want that variety out of the perk system. In fallout 3 I found myself actually straying away from the passive perks for the more unique items like "cannibal" and "mister sandman" for the diversity. Did I use cannibal often? Not really but if I wanted to eat a corpse I could do so anytime I wanted!


:biggrin: I got a kick out of those. Some of them would actually be really cool to see in game...others not so much, or at least have them toned down a bit, but you're right in saying that that's how a perk system should work, and I do get your point through your over the 'topness' of some of those perks.

The attacks and effects themselves should be spectacular and stunning or at the very least creative, innovative and unique to put emphasis and add value to the perks, even if the damage dealt in some cases, (for the sake of maintaining a reasonably balanced game) is underwhelming by comparison .

Your descriptions cracked me up too. :lmao: Good stuff
User avatar
DarkGypsy
 
Posts: 3309
Joined: Tue Jan 23, 2007 11:32 am

Post » Sat Feb 19, 2011 9:17 am

:biggrin: I got a kick out of those. Some of them would actually be really cool to see in game...others not so much, or at least have them toned down a bit, but you're right in saying that that's how a perk system should work, and I do get your point through your over the 'topness' of some of those perks.

The attacks and effects themselves should be spectacular and stunning to put emphasis and add value to the perks, even if the damage dealt (for the sake of maintaining a reasonably balanced game) is underwhelming by comparison .

Your descriptions cracked me up too. :lmao: Good stuff



I actually robbed the descriptions a bit from the "feel" of fallouit. I would have tried to make an actual tree but I wanted to have fun and was in a hurry cuz my super bowl peeps were coming over. Thanks though. looking back a couple of them actually would make good perks.
User avatar
BRAD MONTGOMERY
 
Posts: 3354
Joined: Mon Nov 19, 2007 10:43 pm

Post » Sat Feb 19, 2011 9:51 am

It wouldn't make much sense to put so much effort into making Skyrim's combat tactical and realistic and then throw in a bunch of passive perks that would only serve to diminish that feeling. There wouldn't be any guaranteed effects like "ignore armor by arbitrary number X" in a real fight so why include it in the game as something other than a hidden stat not chosen by a perk or as an active perk that has some sort of animation?
User avatar
lydia nekongo
 
Posts: 3403
Joined: Wed Jul 19, 2006 1:04 pm

Post » Sat Feb 19, 2011 5:35 am

It wouldn't make much sense to put so much effort into making Skyrim's combat tactical and realistic and then throw in a bunch of passive perks that would only serve to diminish that feeling. There wouldn't be any guaranteed effects like "ignore armor by arbitrary number X" in a real fight so why include it in the game as something other than a hidden stat not chosen by a perk or as an active perk that has some sort of animation?


Hopefully I am responding to the correctly. If not sorry. My clothes washer is currently dry humping my floor so I am a bit pre-occupied.

I honestly derive these "generic" perks from a mix of statements and facts. It is still conjecture at this point but overall I get the feeling the core "gameplay mechanic" of perks is fleshed out and set in stone as Bethesda is far along in the developement process. In one of the articles I remember something about "using maces grants you unique perks such as ignoring an enemies armor" Combine that with the confrimed 280 perk ranks over the combined skill list I am concerned that most if not all are the generic "ignore armor perk" without any way of making it tangible to the player other than a statistic. Maybe I'm just being shallow but a little visual flair added to these passive abilities would help ease the pain of it being a dull and boring system.
User avatar
Connor Wing
 
Posts: 3465
Joined: Wed Jun 20, 2007 1:22 am

Post » Sat Feb 19, 2011 10:31 am

Tree? I thought it was just skill linked like FO not skill trees, I'd like a mix for some characters not just have to plow at one or two skills to get the better perks.


Going from drivers license to a formula one driver in one go doesn't make sense to me...
User avatar
Melung Chan
 
Posts: 3340
Joined: Sun Jun 24, 2007 4:15 am

Post » Fri Feb 18, 2011 9:04 pm

Going from drivers license to a formula one driver in one go doesn't make sense to me...


I could argue that point. I drive like an offroad rally racer everyday on my way to work.
User avatar
des lynam
 
Posts: 3444
Joined: Thu Jul 19, 2007 4:07 pm

Post » Fri Feb 18, 2011 7:57 pm

Hopefully I am responding to the correctly. If not sorry. My clothes washer is currently dry humping my floor so I am a bit pre-occupied.

I honestly derive these "generic" perks from a mix of statements and facts. It is still conjecture at this point but overall I get the feeling the core "gameplay mechanic" of perks is fleshed out and set in stone as Bethesda is far along in the developement process. In one of the articles I remember something about "using maces grants you unique perks such as ignoring an enemies armor" Combine that with the confrimed 280 perk ranks over the combined skill list I am concerned that most if not all are the generic "ignore armor perk" without any way of making it tangible to the player other than a statistic. Maybe I'm just being shallow but a little visual flair added to these passive abilities would help ease the pain of it being a dull and boring system.


With 280 perks, I don't see a lot of room for active abilities. It's just easier to put in a lot of passives from a development standpoint. It almost makes me wish they'd put in fewer perks but make them all really add to your playstyle. Include more active powers that cause you to have to think about what kind of attack would be best to use rather than picking some perk you forget about ten minutes later because it just adds a percent to damage or something.

There are only so many keys on a keyboard and buttons on a controller so they are also limited in that regard when it comes to "active perks."
User avatar
Josh Lozier
 
Posts: 3490
Joined: Tue Nov 27, 2007 5:20 pm

Post » Fri Feb 18, 2011 8:14 pm

With 280 perks, I don't see a lot of room for active abilities. It's just easier to put in a lot of passives from a development standpoint. It almost makes me wish they'd put in fewer perks but make them all really add to your playstyle. Include more active powers that cause you to have to think about what kind of attack would be best to use rather than picking some perk you forget about ten minutes later because it just adds a percent to damage or something.

There are only so many keys on a keyboard and buttons on a controller so they are also limited in that regard when it comes to "active perks."


I completely agree. I think Todd was aiming to wow the audience with that 280 rank statement. All he got was worry from folks that actually think things through.
User avatar
Mike Plumley
 
Posts: 3392
Joined: Wed Sep 05, 2007 10:45 pm

Post » Fri Feb 18, 2011 7:19 pm

Restoration:
ABSORB
Perk 1 - Enervation - Your absorb (health/magicka/attribute/etc.) spells now damage the target for an additional 10% of the magnitude
Enervation rank 2 - Your absorb spells now damage the target for an additional 20% of the magnitude
Perk 2 - Hasten - Cast an absorb spell again immediately after casting it once and the first one will absorb twice as fast at no extra cost
Perk 3 - Boundless - You can now absorb stats past their maximum (ex. absorb a ton of health that gives you like 350/275 health); stats absorbed over their maximum reduce to their maximum after 4 seconds after the spell wears off, or until you cast another absorb spell, whichever comes first
Boundless rank 2 - Over-absorbed stats last for 7 seconds
Perk 4 - Sphere of Siphoning - An alternate way to cast your absorb spells, you channel a sphere of energy around you. Enemies that enter the sphere are affected by the absorb effect, the longer you channel, the more intense the magnitude becomes and larger the sphere becomes. Lasts until you end casting, run out of magicka, or are damaged
Perk 5 - Retribution (kind of a second rank of perk 4) - When your sphere is disrupted by damage it releases a shockwave and all inside it are knocked down
I'll do trees for FORTIFY and RESTORE tomorrow :D and by the way GOPACKGO! :foodndrink: :goodjob: :celebration:
User avatar
Minako
 
Posts: 3379
Joined: Sun Mar 18, 2007 9:50 pm

Post » Fri Feb 18, 2011 10:55 pm

Seeing as magic-type characters will already have access to a variety of flashy, unique spells, I don't see the harm in making magic-related perks mostly passive boosts to magicka regeneration or spell effectiveness. Playing as a warrior with passive perks would most likely get boring quickly however as there's no other way to change things up like spells do for mages. Perks for warriors should be what spells are for mages. They should visually impressive and allow for felxiblity in dealing with a variety of situations. Maybe make "active" warrior perks dependent on stamina like spells are dependent on magicka.
User avatar
Nathan Barker
 
Posts: 3554
Joined: Sun Jun 10, 2007 5:55 am

Post » Sat Feb 19, 2011 4:26 am

I love trees :P

sixy

nice "perks" btw

some one make a magic one for destruction

edit: ty finn :P
User avatar
Liv Staff
 
Posts: 3473
Joined: Wed Oct 25, 2006 10:51 pm

Post » Sat Feb 19, 2011 12:57 am

Arrows that stuns?...

You meant arrows enchanted with paralise...
User avatar
Samantha hulme
 
Posts: 3373
Joined: Wed Jun 21, 2006 4:22 pm

Post » Sat Feb 19, 2011 2:30 am

Arrows that stuns?...

You meant arrows enchanted with paralise...


No,not enchanted,the arrow/arrow's have a chance to stun,stagger,knockback,or pin your enemy.
User avatar
Alyce Argabright
 
Posts: 3403
Joined: Mon Aug 20, 2007 8:11 pm

Post » Fri Feb 18, 2011 10:09 pm

No,not enchanted,the arrow/arrow's have a chance to stun,stagger,knockback,or pin your enemy.


in reality an arrow drawn with enough force has quite the punch, people on the forum have so little real life experience :facepalm:
I would love to see such cool effects and Beth. team already said that arrows hit with a satisfying thud.

so don't worry OP 90% of the perks you made will probably be i game :)

hope the perk "trees" have some nice designs to suit them, like the wow skill pages
User avatar
steve brewin
 
Posts: 3411
Joined: Thu Jun 21, 2007 7:17 am

Post » Sat Feb 19, 2011 1:59 am

in reality an arrow drawn with enough force has quite the punch, people on the forum have so little real life experience :facepalm:
I would love to see such cool effects and Beth. team already said that arrows hit with a satisfying thud.

so don't worry OP 90% of the perks you made will probably be i game :)

hope the perk "trees" have some nice designs to suit them, like the wow skill pages

Thanks :)
But i'm not bothered if people don't like my tree or perks.
I've just done it to encourage others to have a go,see what they would do,i'm interested :)
User avatar
Budgie
 
Posts: 3518
Joined: Sat Oct 14, 2006 2:26 pm

Previous

Return to V - Skyrim