simple, the later scenario is what the perk ranks represent, more advanced use of a perk requires a higher rank, and you must raise you rank point by point, just like you have to master "simple" steel before you can climb up to orc metal in skyrim.
I'm just praying that the new perk system restricts me and forces me to make a choice like a proper RPG. I don't want another Skyrim. The game felt shallow because you never truly have to commit to anything.
Todd SAID this is the case, but I'll wait for the game before I believe it.
Would love to have more details on the rankings of perks and what exactly is increased with the rank increase.
In previous Fallout games, when I run across a fancy new weapon, I want to see if I might be better off swapping my current weapon for the new one. A quick check of my skill list -- the list of things I can do -- gives me a reasonable idea of how well I can use the weapon.
Now it appears that making such a check requires locating the relevant skill-perk among every other perk I have.
The 7-by-10 chart makes it easy at character creation and at level-up to find which perks are available to someone with a given set of attributes. The chart makes no apparent separation between the things a character might do and the other things a character might have. The chart is geared toward quick SPECIAL anolyses, not toward efficient skill look-ups.
That's the impression I get. If it is, that's awesome. Will definitely make the game more fun and at the same time challenging - the way an RPG should be.
Choices between what? Fallout isn't really a game with a lot of role diversity. It's not like you have warriors vs mages vs thieves. There is basically one 'profession' ... wasteland adventurer. With the exception of medicine (which is of limited use as a specialty in a single player game) and perhaps Science, all of the skills are basically the basics of what every wasteland adventurer should know.
I played all Fallout game except BoS and I thinks this is a good change. In my opinion, fallout developer always try to tweak skill system to give player unique experience on unique build. However we can't have too many skill so no matter how they tweak it, there is not much different. Another flaw of skill system is we have to invest a lot of points in certain skill in order to see the significant effect.
On the other hands we can have a lot of perk, and by just invest one point in a perk we can see the result. So why not try to discard the skill system and replace it with perk? And it make more sense too, since the perk we can pick restricted by our character SPECIAL, unlike my low intelligent Chosen One who is very good in science
I don't think you're very creative if you seriously can't differentiate past "Wasteland adverturer".
You won't need to look up the skill, just pick up the weapon and go straight into your stats. You can then just switch between the two weapons on the menu, and you'll see damage and other details so you can directly compare them.
Don't know if that would be allowed on the forum lol!
Not to rain your self promotion parade, but how silly are you gonna feel when all your boasting and posturing proves to be incorrect when the actual system is revealed? Just because you have yourSELF convince you "broke the code" on the system, there are lots of issues and details you could be making completely wrong assumptions about. With that FACT in mind, how about you step back from making grandiose claims about "the greatest system ever!" that neither you (nor anyone on this forum) has yet to ACTUALLY play.
Again, your enthusiasm and work on this is appreciated, but you are starting to sound like the Children of the Atom prophet....
Now on topic, I want to say I'm a 5-6 on the new system but mostly because I don't see the OLD system as the holy grail of RPG gaming. It was rather flawed and at times made NO sense at all. I guess I feel any change just might be a good thing, but I'll wait and see (like everyone else is also doing)....I just won't convince myself the sky is falling or that we are entering some '"golden age" of RPG action games until then.
Well said, Gizmo.
Perks being enablers and merged with skills is a radical change of a core fundamental in Fallout. With no level cap, every character will have every perk by the end of a play-through. Now, maxing every skill was also a problem in F3 so, yes, the system needed some refinement or tweaking, absolutely, but not removal. This new system will still lead to every character being the same at the end so I don't see how it's going to be better than it was, not to mention that we can increase SPECIAL at every level (hopefully that's at least limited, though).
Fallout is an Action RPG now, for sure, and that doesn't have to be a bad thing if certain systems are implemented correctly. Bethesda, well, Todd Howard, specifically, has said numerous times that with each new game they try to "reinvent the wheel," by creating new systems. This isn't a good thing for fans that like consistency and who are expecting a certain paradigm in an established series. You can say all you want that, well, you people just don't like change. But, that's only true for some, it's not how everyone feels. Change is great and can open new doors but changing the fundamentals of the game, which are some of the main reasons we loved the games in the first place, is never a wise move and it's alienating the old fans.
I can't say that I hate this change just yet, just observations, but I see nothing to get absolutely excited about either.
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Claiming it's the "best, the most intuitive, and the most flexible role-playing system ever designed," is a little vain of ya at this point in time. That isn't something one can claim without having any experience with it on a tangible level.
You're doing great work by compiling all the information about it, but most of it is just plain old conjecture. There's just no way you can know what each perk does, exactly, or how good the system will be in function. We love the work your doing, don't get me wrong, but don't try to claim it as fact when we just don't know for sure one way or the other.
There are some 270 perks (at least, I've seen that number thrown around .. not sure where it comes from. I know that there are seventy distinct ones, most of which are ranked). Even without a level cap the game is unlikely to scale past 50th or so, and I doubt there is anywhere near enough content to carry even the most dedicated player to 270th level. Unless we are surprised by a system that allows us to pick several perks per level, it seems quite likely that most characters will be retired long before they reach they reach the point of sameness.
I like that the system is tweaked or changed between installments. For me personally it keeps it fresh. I was really looking forward to FarCry 4, for instance, but it felt so much like 3 I stopped playing. New Vegas added lots of tweaks to the system that are not in F3 and that helped that game seem new and not just a reskin.
There could be 100 ranks in each perk, it still means there's only 70 different perks. I can't imagine ranks will alter too much outside of what the initial Perk already does. Level 70 is easy to achieve in Skyrim, too.
Didn't mean to come across that way, and if I offended anyone, then I apologise. It's partly because I've put a lot of time into deciphering all of the perk icons. But also because they make so much sense together without me having to change any of them around to make them fit. It kind of feels like having completed a 1000 piece jigsaw puzzle without any missing pieces! And so I am fairly confident that they are all at least relatively accurate.
As for my claims of how the overall system works, and how effective it really is, I would say that the amount of time I have invested in this process puts me in a better position to understand it than many others. And so I still stand by these claims. As for posting them up in the first place, I have always believed that it is better to take bold steps, and so I will continue working on the update and will post it up when complete.
On topic, I actually love the old system as well, as it was perfectly suited to it's time, as well as the turn-based nature of the early games