The so called PERKS in the upcoming Skyrim Game

Post » Sat May 15, 2010 7:55 pm

I do not like perks, Sam I Am

I could not, would not, on a boat.
I will not, will not, with a goat.
I will not like them in the rain.
I will not like them on a train.
Not in the dark! Not in a tree!
Not in a car! You let me be!
I do not like them in a box.
I do not like them with a fox.
I will not like them in a house.
I do not like them with a mouse.
I do not like them here or there.
I do not like them ANYWHERE!

I do not like perks, I do not like them Sam I Am.

You do not like them.
SO you say.
Try them! Try them!
And you may.
Try them and you may I say.

End Perk/Attribute threads.

Spoiler
The guy winds up liking the perks in the end.

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Philip Rua
 
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Post » Sat May 15, 2010 11:23 pm

what can he do about it? It's going to be implemented no matter what.
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Haley Cooper
 
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Post » Sat May 15, 2010 2:50 pm

You can gain levels past 50 - but Todd has stated that 50 is the last time you get a perk. You can keep raising skills and upping your health or magic or stamina each level but no more additional perks after 50 and he stated it was slow going after that as well. So each level up till 50 you get to chose a perk., but can keep upping your level after that albeit more slowly (not sure how much more slowly, he just said it's a lot slower) and keep upping mana, health or stamina each of those levels. They'll be fewer and farther between and less significant to gain (they have emphasized as perk/ability path choice as one of the key ways you specialize improve your characters capabilities at each of the earlier levels. So when someone calls that a soft cap they mean that it's more of a practical limit of significant level based improvement to your characters abiilities. You can keep gaining levels but they won't have nearly the same significance and will take far more time to acheive.

Beyond leveling and perks though the other stated ways of growing your character's power and abilities involves killing dragons to devour their soul/essence/glowy magical dragon light as well as discover word walls and gleaming additional words of the divine language from them (that's what dragon shouts are - the language of creation or Thuum (sp)). Those are accomplished by seeking out dragons and discovering ancient writings/murals respecively. Not sure if there's other ways to obtain new words besides that but there might be one or two that you glean at plot points. Anyways those can be obtained regardless of level - assuming you survive the trip or fight to obtain them.


Can you link to the quote in bold..
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Kerri Lee
 
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Post » Sun May 16, 2010 3:06 am

I hope I am allowed to "store" perk choices in Skyrim. As in, delaying making choices in perks until later even as I keep levelling up.

It would make the game harder for sure, but I would like to have a chance to consider what playing style is best for me as I play, before I do anything permanent/irreversible to my character.
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abi
 
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Post » Sat May 15, 2010 5:58 pm

I hope I am allowed to "store" perk choices in Skyrim. As in, delaying making choices in perks until later even as I keep levelling up.

It would make the game harder for sure, but I would like to have a chance to consider what playing style is best for me as I play, before I do anything permanent/irreversible to my character.

Same.

It looks like the perk select screen will just be the skill screen, and Todd said you can play through the entire game without ever looking at the skill screen, so I'm thinking this will be the case.
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Sakura Haruno
 
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Post » Sat May 15, 2010 8:15 pm

Can you link to the quote in bold..


Pretty sure this has been linked to once already, but in case it hasn't.

http://www.youtube.com/watch?v=hfRe16V3YA8

He says a character who has raised all their skills to 100 will still have to chose 50 perks. A character with all skills at 100 would be level 70. He said skill progression continues even when you hit level 50 and he clarified that you can still gain levels past 50 in another article. Still he had stated that a character with maxed out skills - having long since reached 50 and beyond, would still have to chose only 50 out of 280 or so perks.

Of course inconsistency in terms used in the subsequent clarifications don't help. One in particular (on rock paper shotgun) seems to imply there is not a set maximum number of perks and that every level means a perk - even past the apparent max perks for a 100 in all skills character mentioned in the voice interview. At the same time though this article states there is not mathematical level cap - but unless skills don't max out at 100 anymore then there is. It's [1800-(Sum of Starting Skill Values)]/10 and rounded down to the first whole number. Of course if that was the answer Todd Howard had given to the question in the first place with the caveat that 50 is what was generally expected at the end game or something. Ah well
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Steph
 
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Post » Sun May 16, 2010 1:08 am

Pretty sure this has been linked to once already, but in case it hasn't.

http://www.youtube.com/watch?v=hfRe16V3YA8

He says a character who has raised all their skills to 100 will still have to chose 50 perks. A character with all skills at 100 would be level 70. He said skill progression continues even when you hit level 50 and he clarified that you can still gain levels past 50 in another article. Still he had stated that a character with maxed out skills - having long since reached 50 and beyond, would still have to chose only 50 out of 280 or so perks.

What I'm wondering - will we get to choose a perk at the beginning of the game? The only other options I see are only getting 49 perks, perks stopping at level 51, or players starting at level 0.
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Cayal
 
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Post » Sat May 15, 2010 3:23 pm

I don't understand why anyone would want to delay levelling and gaining perks, seems to me this will detract from the game in the same way as getting +5 strength in Oblivion.
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Abel Vazquez
 
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Post » Sat May 15, 2010 3:37 pm

I don't understand why anyone would want to delay levelling and gaining perks, seems to me this will detract from the game in the same way as getting +5 strength in Oblivion.

It's just that I want to be able to choose when it's convenient for me to choose my perks. Don't stop my dungeon exploring and bring up a menu that I will inevitably spend 5-10 minutes on trying to decide which perk I really want; just because I finish fighting the enemies nearby does not mean my dungeon raiding action is at a good stopping point. If this means I can accumulate 3+ perks to choose while clearing out a big dwemer ruin, so be it.

Also vallen and I were saying keep leveling up, but choose perks whenever we're ready.
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Mistress trades Melissa
 
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Post » Sun May 16, 2010 1:12 am

What I'm wondering - will we get to choose a perk at the beginning of the game? The only other options I see are only getting 49 perks, perks stopping at level 51, or players starting at level 0.


I guess the somewhat inconsistent nature of the statements and non-helpful clarifications might be partly because they're still balancing skill gain rates and things like that. Despite some articles covering his clarification state there was nether a hard nor mathematical level cap at all. This would only be true if skills had no cap. That would be a new one though so unless each skill keep improving past 100 then there's a real level limit that is calculable by the the max number of skill points you could gain throughout it.
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Baylea Isaacs
 
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Post » Sat May 15, 2010 6:36 pm

I guess the somewhat inconsistent nature of the statements and non-helpful clarifications might be partly because they're still balancing skill gain rates and things like that. Despite some articles covering his clarification state there was nether a hard nor mathematical level cap at all. This would only be true if skills had no cap. That would be a new one though so unless each skill keep improving past 100 then there's a real level limit that is calculable by the the max number of skill points you could gain throughout it.

Well I'm not talking about the level cap, I'm talking about the perk cap. If we will have 50 perks at level 50, then either we get a perk at the beginning of the game or we start at level 0.
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Donatus Uwasomba
 
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Post » Sun May 16, 2010 4:31 am


http://www.youtube.com/watch?v=hfRe16V3YA8

He says a character who has raised all their skills to 100 will still have to chose 50 perks. A character with all skills at 100 would be level 70. He said skill progression continues even when you hit level 50 and he clarified that you can still gain levels past 50 in another article. Still he had stated that a character with maxed out skills - having long since reached 50 and beyond, would still have to chose only 50 out of 280 or so perks.


Actually he says: "even a character that raises all their skills to a hundred, and they are playing and they are like lvl 50. They only got to pick 50 perks out of that 2(breaks himself off but i guess 280)they are very different characters, and alot of the powers in the perks, as opposed to the raw number of the skills, there are still some power in the raw numbers of skill, just not as much as there used to be, that stuff is moved into the perks."

So i see your point... Still i would like to say that he does say lvl 50 = 50 perks. He also say "all skills to a 100" which whould mean the maximum lvl possible. So as to which of his statements are wrong(being if he meant to say lvl 50 or lvl "70" - taking that as the maximum for now) is for Todd only to know.
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Meghan Terry
 
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Post » Sat May 15, 2010 12:53 pm

Also vallen and I were saying keep leveling up, but choose perks whenever we're ready.

The only real issue I could see is that you also choose Health, Magicka, or Stamina at level up, so unless you can put that selection off as well, you're going to get a menu anyway.

It's also possible that the actual level-up won't happen until you rest, like in previous games. In that case, you could just not rest. I'm not sure how it would work if you skill up enough for two level-ups without resting, though... what do MW/Ob do in that case?
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Ria dell
 
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Post » Sat May 15, 2010 9:10 pm

Actually he says: "even a character that raises all their skills to a hundred, and they are playing and they are like lvl 50. They only got to pick 50 perks out of that 2(breaks himself off but i guess 280)they are very different characters, and alot of the powers in the perks, as opposed to the raw number of the skills, there are still some power in the raw numbers of skill, just not as much as there used to be, that stuff is moved into the perks."

So i see your point... Still i would like to say that he does say lvl 50 = 50 perks. He also say "all skills to a 100" which whould mean the maximum lvl possible. So as to which of his statements are wrong(being if he meant to say lvl 50 or lvl "70" - taking that as the maximum for now) is for Todd only to know.

Todd might not have said it directly, but http://twitter.com/#!/DCDeacon/status/36644224258539520. Maybe the "currently planned" means it could change, but I doubt it. Shouldn't be hard to change with a mod for pc users though.

The only real issue I could see is that you also choose Health, Magicka, or Stamina at level up, so unless you can put that selection off as well, you're going to get a menu anyway.

It's also possible that the actual level-up won't happen until you rest, like in previous games. In that case, you could just not rest. I'm not sure how it would work if you skill up enough for two level-ups without resting, though... what do MW/Ob do in that case?

H/M/S is a three option decision that will take me at most 10-30 seconds to decide on. Perks will be a much more difficult decision that I will really want to put a lot of thought into. But still I see no problem with letting us choose H/M/S bonuses from the skill screen.
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Lisha Boo
 
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Post » Sun May 16, 2010 3:51 am

Lol whine, perks make more sence numbers dont bring across learning new skills and abilitys as much as well thought out perk system. Plus this isn't fallout alot of rpg have abilitys you select ie perk, not so called perk actully called perks... Stop with the false sinagisums or how ever you spell it. Fallout is not skyrim.
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Jessie Butterfield
 
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Post » Sat May 15, 2010 3:45 pm

Todd might not have said it directly, but http://twitter.com/#!/DCDeacon/status/36644224258539520. Maybe the "currently planned" means it could change, but I doubt it. Shouldn't be hard to change with a mod for pc users though.


Thx.. Problem solved :D
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brian adkins
 
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Post » Sun May 16, 2010 2:01 am

This isn't a perks/attributes thread.

That said


I find it crippling stupid that inherent features of. Weapons , wounding, knocking down, etc etc need perks to all of a sudden give them permission to do what they should already be doing from the start of the damn game....


Waiting for skyrim
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Rowena
 
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Post » Sun May 16, 2010 12:48 am

Eh, for all we know perks could just enhance your character's ability to get the inherent benefits out of the weapons. Sword perks increase crit chance, but I'm sure there will already be a chance of crits without the perk. Axe perks cause deep wound bleed-over-time effects, but that doesn't mean axes definitely won't cause minor bleeding without perks. Same with blunt armor ignoring. I doubt swords, axes, and blunt weapons will be identical without choosing perks, but rather choosing perks just further separates them.
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Connor Wing
 
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Post » Sat May 15, 2010 7:54 pm

sorry, you stop getting them at level 50 , you can still level but thats it , it's been put in so you cant have one player with all skills and perks , it's to make each character unique --> http://www.youtube.com/watch?v=hfRe16V3YA8


Please take another listen. He clearly says at level 50 you will have 50 perks. NOT at max level. It neither confirms nor denies that there is a point where you stop gaining perks.

He says "Even a character that raises all of their skills to 100, and they're playing and they're like level 50 they've only got to pick 50 perks out."
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Greg Swan
 
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Post » Sun May 16, 2010 3:28 am

Perks change gamplay? Well, duh, that's what they do. The same could be said to all other stats like skills as well, if you have a higher marksmanship than weapon skill, you'll be better with bows than swords.

And I don't know how could it make the game easier more than raising your stats would...
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maria Dwyer
 
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Post » Sat May 15, 2010 9:59 pm

I believe perks will be useful and rewarding, while providing an incentive to level. While I sincerely hope this game doesn't take away more RPG/Action-RPG/TESRPG elements, the loss of Attributes and the gain of perks in the TES series feels like an improvement, while perhaps leaving some questions unanswered (Encumbrance? Ranged Damage? etc). Perks might offer a reward that feels like a "mold-breaker", going away from the stagnant path of increasing numbers to varied added abilities to skills you use often. Guess it's more exciting to watch Fireworks (perks) over grass grow (simple attribute increases).

The OP seems to be very against the idea of perks, something that is already part of the game. I'd say cut him some slack, the guy wants to reach out to the Dev's and give them an idea that he wishes would come true, like many people who post topics. I highly doubt his idea for a toggle on the perks would come through, sadly. I'd say mod it out, if possible. I personally welcome perks and wish to hear more on them.

Maybe, perhaps, kinda, probably Off-Topic: There's like, what, 250+ perks? Perhaps, every day, until launch, the Dev team should release information on 1-2 perks. This falls under the "wishes the Dev's would read and do, but they most likely won't" category, but it would be nice!
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A Lo RIkIton'ton
 
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Post » Sat May 15, 2010 7:35 pm

I find it crippling stupid that inherent features of. Weapons , wounding, knocking down, etc etc need perks to all of a sudden give them permission to do what they should already be doing from the start of the damn game....



Whereas I would view it as a game-mechanics way of saying "Okay, you've trained and trained and trained with your chosen weapon, and with all that practice, you've gotten very good at - you're able to aim for the right spots, time the twist of the blade as you strike, etc... and get better effect out of that weapon then some guy who's still a beginner."


Yeah, cuts bleed. But there's never been generic "ok, hit location is.... thigh. Crit says.... artery was nicked. Okay, he's bleeding 5hp/rd" in TES before. So, the "bleed" Perk isn't "ok, now your sword makes people bleed; before it was just a metal rod". It's "Okay, cuts bled before, just rarely enough to matter - but now you're an expert at making it really bleed. And the game mechanics are standing up to take notice of your skill."
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Ruben Bernal
 
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