I hope they really flesh out the idea of perks, something a little more than what fallout had maybe. Were they two handed axes that you used? I assume they were, cutting wood with a hatchet can be a pain. :sweat: Now, if that sword were a two handed one, you'd know how to get a lot of your force to translate to the target, cause you've had experience using an axe. When it comes to deffending yourself, you'd be in the same boat as everyone else of course, but thats because you've never had the wood attack you...I hope at least. There's a trick to hitting the wood the right way with the axe so it splits easier, and that could per say translate to swords as well. Maybe, I don't really know. Never have been able to get my hands on one, but in my head it makes some form of sense.Skills are a tought one to get...to be honest, I'd like to see skills and then sub skills. Take athletics for instance. Under that would be running, swimming, and jumping. Each of the three sub skills would go up individually as you do them, and they all have a hand in your over all athletics level. The higher your athletics is, the easier it would be for the other skills to go up in level as well. That's what I would like to see anyway, it isn't gonna happen, but I wish it would.
I could live with that, that would make sense. Actually, I really like the idea of sub-skills.
As to the Axe versus Sword argument, no, they handle completely differently from what I see. An Axe has almost all it's weight located at it's head. As such, you start with arms wide, and as momentum builds, you slide your upper hand away from the head towards your other hand at the base to build speed. From what I've seen from swords, your hands are almost universally locked down at the hilt, due to the inherit balance of a sword. I also assume this makes a sword a quicker weapon to wield than my ugly axe. And yes, I've had wood attack me. Never turn your back on kindling, those little twigs are relentless... =P
It's my understanding that Fallout3's perks really didn't relate to skills (or whatever it had) much at all. We know that Skyrim's perks are strongly related to skills. I don't think we can make a judgement call that they will be worthless without finding out more about them (IIRC, only two perks have been named, and there's likely to be well over 50).Pick a race/gender that has high natural intelligence, pick a birthsign that boosts your intelligence, and pick a class that has intelligence as a major. Then as you play, never use intelligence-based skills and always pick intelligence on level up. I guarantee you'll get a high intelligence before long.It's not just ticking a checkbox to get good at it. Your base skill with a particular weapon (eg, 1-Handed for a short sword) will still determine how good you are with those weapons. If you have a low 1-Handed skill and pick short-sword-related perks, you'll be worse off using that short sword than someone who has a higher 1H skill with those perks.A bit of hyperbole there, I think. If it was so easy to fix, don't you think they would've instead of going ahead and not only designing, but also implementing, testing, and balancing, a completely new method of handling character customization?The problem isn't just in usefulness, it's also in levelling them. How do you level acrobatics? By jumping and falling. How many people would actively jump and fall enough as a natural part of playing their character? It takes a lot to level the skill because if it levelled faster, then "bunny hoppers" would level too fast. Weapons, and target and touch spells, have to hit a living critter, armor needs to be hit, your shield needs to be hit, sneaking needs you to be moving while hidden from an NPC that would otherwise find you, and so on and so forth to level relavent skills. Leveling up those things requires something to happen, whether it be getting hit by an enemy, attacking someone, hiding from someone, etc. Acrobatics? Just jump. Jump here, jump there, jump everywhere. Jump jump jump.Plus, skills where a granular 100-level system just doesn't make sense. What's the actual benefit of have an 'x+1' level in Speechcraft over just 'x'? If it was combined with Mercantile, it could help you squeeze slightly better deals out of some merchants, but for actual persuassion, it meant next to nothing. Only after several levelings in it would you notice any real change (and even then, it just meant a higher possible disposition).Reasons like that make good sense to me as to why some skills would be better done as perks in a relavent skill. That, in addition to what I said earlier about layering (how using a particular weapon also helps in your basic understanding of using other similar weapons).
An example of a Perk in Fallout 3 would be something like 'Scientist: +1 to Intelligence'.
I know you can do it by focusing on a player with a high starting intelligence, I mentioned and explained away that. If you start life bordering on genuis level intellect, the small bit of intelligence you devellop naturally in life, even if you don't choose a profession that constantly focuses you to think, you will still learn a little here and there.
And again, my issue comes from the generalization that all one-handed weapons are the same, and all two-handed weapons are the same. As I said, I've swung my fair share of axes. Give me a two inch piece of wood and one swing with an axe, and I'll leave you with two one-inch pieces, no problem. Give me that same piece of would and a claymore? I'll give you a comedy show. And possibly self-induced lacerations.
Isn't how you learn everything in real life? I don't know about you, but I didn't get good at runnig by hearing about it on TV, or by ticking off "Athletics" while levelling up - I went out and damn well ran.
And you're right, the skills sometimes didn't feel all too different between 64 and 65. But guess what? That same problem is going to apply, only instead of swords not seeming too different, EVERY one-handed weapon wont feel different. The solution to that wasn't axing the whole concept, but rather fleshing it out more. You listed off difficulties in solving that. Well, I have two issues with that: They're game devellopers, and they spend years on each game, figure it out! Secondly, it's not all too hard. As I said, I spent all of about ten seconds thinking of a solution to the Acrobatics issue, and that on it's own would solve that issue.
I guess I'm a bad person for saying this (don't see how everyone's reaching that conclusion...), but I entirely agree with the OP. The fewer skills will result in less uniqueness and generally less immersion. In Morrowind, you actually had to go with an idea of what you wanted to be, so you could play your role in-depth and fully. Many skills and classes give a sense of specific purpose to playing that lets you feel like a part of what you're playing in.Eliminating skills and classes, everyone will, with enough hacking and slashing under their belts, end up roughly the same generic super-protagonist. The perk system is not at all enough to make up for the loss, either.The game still looks amazing and there's no chance in heck that I wouldn't like it, but it seems like the series is gradually losing the immersive charm that made it what it was.
You needn't worry, everyone in these last couple pages seems completely rational and seem to enjoy the discussion. Don't be afraid to voice your opinion, they wont berate you for it.