Skyrim "Perk" System

Post » Thu Apr 08, 2010 6:24 pm

Maybe a choice of 1 out of a few specialty-perks whenever a major skill reaches 50-75-100.

They can be things that have a pretty nice impact.

For example, your major skill Destruction reaches level 50: You can chose a few different perks:

1. Chance to knockdown
2. Direct damage also puts on a DoT (such as setting on fire for Fire damage spells)
3. Killing can explode and do extra AOE
4. Chance to cripple limbs
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Kirsty Wood
 
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Post » Thu Apr 08, 2010 8:58 am

What an insightful post.

I'd like to see Perks return in the form of Advantages and Disadvantages chosen in the beginning, kind of like Traits (I think it was) in the original Fallout games...but not really the same so settle down ye haters of all that is post apocalyptic.

You'd have to balance the Advantages and Disadvantages back to 0 so...

If you want your Redguard to be able to hold his breath for a surprisingly long time you have to counteract that with a disadvantage, perhaps he is afraid of insects so any time you fight an insect you lose 5 points off your current weapon skill and/or lose some agility points.

If you want your High Elf to be of a tougher constitution than most you have to counteract that with a disadvantage as well, perhaps he has poor vision and so quickly loses accuracy with Bow + Arrow or Ranged Spells.

Advantages could provide +1 +2 or +3 while Disadvantages could provide -1 -2 or -3..

So if that Redguard from the beginning instead has say, Heroic Stamina which is a +3 Advantage he would need either another dramatic weakness, three small weaknesses, or one moderate weakness and one small weakness.

In case that's not as clear as it seems to me...

Heroic Stamina = +3
Small Weakness = -1
Medium Weakness = -2
Dramatic Weakness = -3

In order to make up for his +3 he needs some combination of weaknesses to provide him with -3.


races have this, also birthsigns have this

if the overall impact is 0, then why have it except to further your playing style? there are enough perks to do that as is, and anymore would tip the scale in favor of starting the game excelling, instead of having to earn the way you play.

what traits/resistances/magika/skills do you want to have +/- perks for that do not already exist?

argonians can breath under-water, and are resistant to poison, but suffer personality and endurance penalties.

altmer have more magika, and resist disease, but have magic resistance penalties, and strength penalties

each race has it's own traits and drawbacks, as well as birthsigns, and it would be redundant to add more. would there be a breathing underwater perk you could add, or a magika bonus perk, or disease resistant, or elemental resistant perk? because to add said system we would have to get rid of racial traits, and that wouldn't be near as fun.
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Anna S
 
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Post » Thu Apr 08, 2010 3:42 pm

double posted
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kennedy
 
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Post » Thu Apr 08, 2010 9:20 pm

races have this, also birthsigns have this

if the overall impact is 0, then why have it except to further your playing style? there are enough perks to do that as is, and anymore would tip the scale in favor of starting the game excelling, instead of having to earn the way you play.

what traits/resistances/magika/skills do you want to have +/- perks for that do not already exist?

argonians can breath under-water, and are resistant to poison, but suffer personality and endurance penalties.

altmer have more magika, and resist disease, but have magic resistance penalties, and strength penalties

each race has it's own traits and drawbacks, as well as birthsigns, and it would be redundant to add more. would there be a breathing underwater perk you could add, or a magika bonus perk, or disease resistant, or elemental resistant perk? because to add said system we would have to get rid of racial traits, and that wouldn't be near as fun.


You wouldn't have to get rid of racial traits.

Yeah, race attributes and birthsign attributes are awesome, I'm not really clear on why you don't like the idea of Individual strengths and weaknesses.

You also seem to have ignored that I didn't list "Breathe Underwater, Magika Bonus, Disease Resistant, or Elemental" things. Even if I had, you don't have to get rid of racial traits in order for traits inherent in a given race to be present in a different race.

Look at my post again and I listed holding your breath longer (not breathing underwater just a slightly longer time to swim), insect phobias, tougher constitution, and poor eyesight.

Which birthsign gives you poor eyesight or arachnaphobia again?

And in regard to tipping the scale...that is why you have to balance it back to Zero.
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Alkira rose Nankivell
 
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Post » Thu Apr 08, 2010 5:03 pm

Imo just keep it to perks for reaching Apprentice/Journeyman/Expert/Master in skills like in Oblivion. And the birthsigns/racial. NO choosing perks like Fallout when the character gains levels.
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Amy Siebenhaar
 
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Post » Thu Apr 08, 2010 6:59 pm

You wouldn't have to get rid of racial traits.

Yeah, race attributes and birthsign attributes are awesome, I'm not really clear on why you don't like the idea of Individual strengths and weaknesses.

You also seem to have ignored that I didn't list "Breathe Underwater, Magika Bonus, Disease Resistant, or Elemental" things. Even if I had, you don't have to get rid of racial traits in order for traits inherent in a given race to be present in a different race.

Look at my post again and I listed holding your breath longer (not breathing underwater just a slightly longer time to swim), insect phobias, tougher constitution, and poor eyesight.

Which birthsign gives you poor eyesight or arachnaphobia again?

And in regard to tipping the scale...that is why you have to balance it back to Zero.


i know why you balanced it out, I'm saying that you could make the game a lot easier than it should be by creating a super char (combined birthsign, race, class, and added traits)

being a bosmer gives you better accuracy. being a khajiit gives you better nightvision.

the redguard has high endurance and constitution, but lacks intelligence as a result. there is no need to get silly with gimmicks for reductions. it only brings on the illusion of customization, when really it's just a gimmick.

how would an altmer have more strength than an orc? honestly? i understand your system, but it works a lot better with a one race game. with races as defining traits, there is no need for your system. fallout didn't have elves and orcs, and TES shouldn't have balancing traits for customization. (as this is accomplished by race selection)

if TES only had one race then i would be up in arms for your solution, but i haven't had the problem of customization in the previous 2 TES games, so there is no preblem to fix, or benefits to add in this regard.

nice idea tho.
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Austin Suggs
 
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Post » Thu Apr 08, 2010 6:18 pm

I would like to see the system from Daggerfall, where you can choose negative and positive traits, make a return.

Magic only regenerates in the sunlight? Done.

Allergic to leather? Fine.

Afraid of Dreughs? Who isn't?

Level scaling would change depending on whether you chose more negative or positive traits. This allowed people to create really interesting characters.
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R.I.P
 
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Post » Thu Apr 08, 2010 2:28 pm

i know why you balanced it out, I'm saying that you could make the game a lot easier than it should be by creating a super char (combined birthsign, race, class, and added traits)

being a bosmer gives you better accuracy. being a khajiit gives you better nightvision.

the redguard has high endurance and constitution, but lacks intelligence as a result. there is no need to get silly with gimmicks for reductions. it only brings on the illusion of customization, when really it's just a gimmick.

how would an altmer have more strength than an orc? honestly? i understand your system, but it works a lot better with a one race game. with races as defining traits, there is no need for your system. fallout didn't have elves and orcs, and TES shouldn't have balancing traits for customization. (as this is accomplished by race selection)

if TES only had one race then i would be up in arms for your solution, but i haven't had the problem of customization in the previous 2 TES games, so there is no preblem to fix, or benefits to add in this regard.

nice idea tho.


I see your point too but...

Power Levelers are going to do what they do with or without a system similar to that.

Those that want to manipulate the game in order to create as strong of a character as possible as quickly as possible will do so no matter what limits you put on them...and the Elder Scrolls series isn't exactly particularly good at limiting people from exploiting it's systems.

I don't see the point in forgoing a system that could provide more nuance to character creation because some people (in this single player game) are likely to figure out a way to further overpower their character.

You might get a Redguard who takes Heroic Stamina to further boost his natural talents and offsets it with weaknesses that aren't really that bad (although that would be down to bad balancing of Strength and Weakness options really)
You might get a Redguard who takes Incredible Intelligence to make up for his natural weaknesses and offsets it with weaknesses that aren't really that bad (again, balancing)

BUT

You'd also get guys who might make an Orc who has overcome his hideousness to make him better at haggling, and has offset that with arachanphobia
Or you might get a Dark Elf treasure hunter who has learned to hold his breath longer, but is scared of the dark

EDIT:

I'll be damned...I thought something like this might have been in the series earlier but I wasn't quite sure.

Allergic to Leather...that's a great one too.
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Emma louise Wendelk
 
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Post » Thu Apr 08, 2010 3:17 pm

I would like to see the system from Daggerfall, where you can choose negative and positive traits, make a return.

Magic only regenerates in the sunlight? Done.

Allergic to leather? Fine.

Afraid of Dreughs? Who isn't?

Level scaling would change depending on whether you chose more negative or positive traits. This allowed people to create really interesting characters.


lol ok im wrong (see my caption)

i am just afraid of the game being too easy with an added trait system.

i know i wouldn't limit myself from a super class, so if you couldn't pick what the negatives were i'd be happy. (didn't have a pc until i was 12 when morrowind came out, so i only know a little about daggerfall)

honestly id be happy anyway with that system, i just want as much of an immersion inducing system as i can play.
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Gisela Amaya
 
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Post » Thu Apr 08, 2010 8:12 pm

lol ok im wrong (see my caption)

i am just afraid of the game being too easy with an added trait system.

i know i wouldn't limit myself from a super class, so if you couldn't pick what the negatives were i'd be happy. (didn't have a pc until i was 12 when morrowind came out, so i only know a little about daggerfall)

honestly id be happy anyway with that system, i just want as much of an immersion inducing system as i can play.


Ohhhhh....that's a good idea.

Randomly chosen weaknesses.

Granted people would just roll until they got the weaknesses they wanted or at least the ones they could deal with...

But that would be pretty cool just the same.

I don't know much about Daggerfall either, also, sorry if I came across as pushy or anything. I type fast and have nothing to do at the moment, so I'm responding a lot.
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Justin
 
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Post » Thu Apr 08, 2010 8:24 pm

some one needs to get there head out their a$$ and be a lil opend minded. i never said " i want oblivion to have perks like FO because ovlivion dont have anything like that" i simply asked would you like to see a way to gain extra abilities through either quest or lvling. maybe i should have use a better wording that perk for that i apologize.


Might want to cool down little man.
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Adam Kriner
 
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Post » Thu Apr 08, 2010 3:22 pm

Might want to cool down little man.


Condescension isn't much better, little man.
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Sheila Esmailka
 
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Post » Thu Apr 08, 2010 12:55 pm

lol that all sounds good... i would want something like that along with hitting skill benchmarks.... like journeymen marksman you can choose one of 3 abilities that corispond with that skill.

denock - self explanitory

speed shot- you quickly draw the bow string now to make a speed shot but as a penalty you have a -30 to acuracy

find arrows - this could be a spell or ability but essentially it allows you to find arrows you've fired

each other bench mark woul allow you to pick 1 of a new set of skill plus ones you may have passed up so at master you could potentially choose denock if you got tired of not being able to cancel a shot or something more advanced like double arrow fire where you fire 2 arrows into a single target causing double damage.
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Red Sauce
 
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Post » Thu Apr 08, 2010 12:31 pm

Condescension isn't much better, little man.

Nah, but when somebody want's to jump out of nowhere when it wasn't directed to them, then It calls for it, son. TES game's always had perks, it just wasn't called "perks". Now I'm sure we going to have more "perks" in Skyrim. Does that make me an a$$? No. So you gotta show respect to earn it. They earned condescension instead.

EDIT

It's not important though, last thing I want is a topic locked over this stuff.
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Marie Maillos
 
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Post » Thu Apr 08, 2010 9:59 pm

My first post here in a long time. :wavey:

But, I like TES' level sytem, but I would like to see a few perks implemented.

1. I would not want a FO level system (you gain general experience points, and when you level up, you choose which skills to level up), but I want to keep the TES way, but maybe ever 5 level (not skill level, but overall level), have a perk. The perks could include (but are not limitted to): Increased damage to a certain animal, can stay underwater longer, better haggling, and other things like that. And most of them would have requirements.

But...

I would like to see the system from Daggerfall, where you can choose negative and positive traits, make a return.

Magic only regenerates in the sunlight? Done.

Allergic to leather? Fine.

Afraid of Dreughs? Who isn't?

Level scaling would change depending on whether you chose more negative or positive traits. This allowed people to create really interesting characters.


2. He's right, that would be sweet to have Daggerfall trait system back, the more negative you choose, the game difficulty would be set to "Easy" to offset the hard traits (I believe, I haven't played in a while).

Another idea (based on Fable III's weapon levelling system)
In Fable III, for certain weapons, it would say "Kill X amount of humans and your weapon damage will increase by Y when facing other humans", or "Kill X enemies in the daytime and get Y% bonus in the daytime", and each weapon would be different.
My other idea is very similar, but different.

3. Basically, like that, but instead of for each weapon, it would be for your overall character. If you kill 200 mudcrabs, they are less likely to attack you bviously, you can change the creature, value, or the effect. And they can change what you do, this is just the first idea I thought of.



Just an idea to consider.

EDIT:
lol that all sounds good... i would want something like that along with hitting skill benchmarks.... like journeymen marksman you can choose one of 3 abilities that corispond with that skill.

denock - self explanitory

speed shot- you quickly draw the bow string now to make a speed shot but as a penalty you have a -30 to acuracy

find arrows - this could be a spell or ability but essentially it allows you to find arrows you've fired

each other bench mark woul allow you to pick 1 of a new set of skill plus ones you may have passed up so at master you could potentially choose denock if you got tired of not being able to cancel a shot or something more advanced like double arrow fire where you fire 2 arrows into a single target causing double damage.

My third idea is similar to that.
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George PUluse
 
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Post » Thu Apr 08, 2010 7:30 am

I think we already have this in Oblivion, Example The Grey Princes Training.

Would I mind something like this being in Skyrim sure if its done correctly.
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Jessie
 
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Post » Thu Apr 08, 2010 10:08 am

I wouldn't mind perks being rewarded from certain very epic quests. Maybe even secrets shrines that are not directly related to quests (exploration ftw :D)
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Yama Pi
 
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Post » Thu Apr 08, 2010 12:47 pm

I wouldn't mind some forms of perks IF they're either chosen at character creation, granted as a result of a special deed or event, or each instance has a relatively minor but cumulative effect.

For an example of the last, rather than going from nothing to gaining a special move or ability, give choice between a 5% chance of performing a special move, a slight damage increase against a particular type of opponent, or some other small bonus. Each time you reach another increment, you can either choose a different weak perk OR bump an existing one up to the next notch. If you build on the same perk over time, your character will GRADUALLY be able to do incredible feats, but not all at once just because you hit a magical multiple of 25 skill points. Just keep it believable.

The worst thing that OB did with regard to perks was to make them automatic, which ultimately made every character that used a particular skill identical in ability to every other. To make things worse, only the perks really mattered in some cases, such as with spell casting; the skills were just there to trigger the next perk. When there's little or no difference in performance between a character with 26 skill and one with 49 skill, but at 50 skill points they suddenly become much more effective, I'm not pleased. Once you hit 100, all characters were effectively identical.

A lot of the perks in FO3 were absurd, where you suddenly transformed into something semi-human just by reaching a certain level of experience. At least there you had the choice not to take those, whereas in OB you had no such choice, and you suddenly ended up with weightless armor, your shield taking no damage, or other extreme examples, whether you wanted them or not.
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Maria Leon
 
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Post » Thu Apr 08, 2010 11:12 pm

Nah, but when somebody want's to jump out of nowhere when it wasn't directed to them, then It calls for it, son. TES game's always had perks, it just wasn't called "perks". Now I'm sure we going to have more "perks" in Skyrim. Does that make me an a$$? No. So you gotta show respect to earn it. They earned condescension instead.

EDIT

It's not important though, last thing I want is a topic locked over this stuff.


lol srry about that i havnt been getting much sleep lately and at 1 in the morning i get a bit moody when i felt you were bashing me :tongue:.

i feel on the next poll i make ill refer to the system as a trait system after daggergall. and will give a vote system on how you would like to see it done if at all.

the main reason i posted this though i to see if others would want to see a deeper lvl of character creation like i did. one that would really make a character unique to others and other npc's which i would also like to see have these traits.

i mean if your in the DB or MT and you have to kill a orc and make it look accidental or natural. you could watch him for a day or too and see that he is extremely afraid of spiders when one crawls across the floor in front of him. with that knowledge you could harvest spider eggs and and leave them in his bed. when he wakes up the next day covered in spiders he dies of a massive heart atack.

this could be easily scripted but would be more interesting to see people with real built in traits. like a dunmer who gains a poisoned effect if you punch him with leather gloves and other things like that.
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Amelia Pritchard
 
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Post » Thu Apr 08, 2010 7:29 am

NO!!!!1!111!one!!!1

Seriously people, STOP TRYING TO COMBINE FALLOUT AND TES
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Brooke Turner
 
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Post » Thu Apr 08, 2010 6:52 am

I wouldn't mind a few small quests for either the 9 or daedra where upon completion you might receive a spell (power) which would last maybe 1-2 hours and only be able to be used once a day which would fortify the specific diety's related stats. But i personally would be against a formal perk system. Whoever said you receive perks every 25 skill points was correct.
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Veronica Flores
 
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Post » Thu Apr 08, 2010 8:45 pm

Like many people have obnoxiously pointed out, there are already some perks, like the ones you get with every 25 points in a skill.

What I'd like to see is these expanded, perhaps to even be selectable perks. For example when you reach expert in blunt, you can either select a perk that gives a chance of knockdown, or a perk that damages enemy armor and temporarily drains enemy block skill with ever strike. Or when you reach master alchemist, you can either choose to make potions with a single ingredient (like currently), or make potions that are 25% more potent.
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Carolyne Bolt
 
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Post » Thu Apr 08, 2010 7:05 am

I like things the way they are. Too many perk type things like Fallout can really overpower your character and ruin the game. What I would like to see though is if I pick a birthsign or something that gives +10 to agility then let my agility go to 110.
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Brad Johnson
 
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Post » Thu Apr 08, 2010 3:12 pm

well if they won't make nice ability/spell trees I will go for the next best thing, perks :P
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Your Mum
 
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Post » Thu Apr 08, 2010 7:43 pm

What an insightful post.

I'd like to see Perks return in the form of Advantages and Disadvantages chosen in the beginning, kind of like Traits (I think it was) in the original Fallout games...but not really the same so settle down ye haters of all that is post apocalyptic.

You'd have to balance the Advantages and Disadvantages back to 0 so...

If you want your Redguard to be able to hold his breath for a surprisingly long time you have to counteract that with a disadvantage, perhaps he is afraid of insects so any time you fight an insect you lose 5 points off your current weapon skill and/or lose some agility points.

If you want your High Elf to be of a tougher constitution than most you have to counteract that with a disadvantage as well, perhaps he has poor vision and so quickly loses accuracy with Bow + Arrow or Ranged Spells.

Advantages could provide +1 +2 or +3 while Disadvantages could provide -1 -2 or -3..

So if that Redguard from the beginning instead has say, Heroic Stamina which is a +3 Advantage he would need either another dramatic weakness, three small weaknesses, or one moderate weakness and one small weakness.

In case that's not as clear as it seems to me...

Heroic Stamina = +3
Small Weakness = -1
Medium Weakness = -2
Dramatic Weakness = -3

In order to make up for his +3 he needs some combination of weaknesses to provide him with -3.


So basically, you want the Daggerfall system back. I can go with that. :thumbsup:

EDIT: And of course I want perks...we've had them in every other game, no reason to stop now. 'Course no reason to go with a "pick your perk per level" system either, we've had perk systems that worked just fine for the most part. Get rid of the flawed system where bonuses/perks are "headstarts," and I'm happy. +10 Agility perk = max Agility 110, not "Your Agility starts 10 points higher and still maxes the same as everyone else's." Why is it so hard for Bethesda to grasp this?
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Kelly Tomlinson
 
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