So there are no skills?

Post » Fri Nov 27, 2015 5:20 am

Yes it is an argument. In Fallout 3 it was really easy to max out all your skills. In vanilla New Vegas it was more difficult. Then they threw the DLCs in and it became really easy again. Its not hard to rebalance skills and skill point gain so you couldn't become a master of everything which is the sole reason you've put forward as to why skills did nothing.

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vanuza
 
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Post » Fri Nov 27, 2015 2:05 am


Well that depends, are the bobbleheads like in three or are they just some collectible item you will find as common loot?


Ok but that's not a good excuse to remove skills entirely, so some players can max out everything, good for them but not everyone wants to go down that path because what's the point in maxing something out that you're never ever going to use? I never use explosives or melee so I practically ignore them, why would I max them out? Makes little sense and we shouldn't have something that is good for role-playing be removed.

The "role-play" part of RPG shouldn't be cut.
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Harry Leon
 
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Post » Fri Nov 27, 2015 5:11 am

I saw agility, barter, charisma, and 20 spots total for BobbleHeads. kewl

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Kayla Bee
 
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Post » Fri Nov 27, 2015 8:03 am

There are spaces for 20 Bobbleheads on the stand. Presumably one for each SPECIAL, so 13 others (one of which is Barter).

New Vegas had 13 skills.

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James Potter
 
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Post » Fri Nov 27, 2015 12:01 am

According to some vocal minority who will whine about anything being removed? I mean, I guess you're right but a broken clock is as well.

At cinder, how is the RPG element being removed? If you don't put points into the perk that increases explosive damage, that's the same as not investing skill points into it.

Both characters svck with explosives, one just doesn't have the option to max it out later in the game.
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le GraiN
 
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Post » Thu Nov 26, 2015 10:30 pm

fortunately that's not for you to decide. Beth owns the IP now and they can do what they want for whatever reasons they want.

I'm not annoyed by the changes (mostly because we don't know enough to really make any calls yet), but if they did something I don't like...well...I know that there are other people who WILL like the changes.

Games change. Some won't like the path they take, some will.

In the end, I'll with-hold my judgement until I have more info.

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Minako
 
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Post » Thu Nov 26, 2015 10:29 pm

Ya'know, the more I think about it, the better this is sounding. Honestly, I think I may make two characters in this game. A male, decently smart, gunslinging soldier/security character and a female super intelligent technician.

Not having to worry about skills may make those concepts easier in a way.

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Stefanny Cardona
 
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Post » Fri Nov 27, 2015 4:21 am

Why would the bobbleheads have Skill names if they were just junk you find to collect? That makes no sense. I feel that people are just grasping for things to complain about. I give a VALID example of skills in use and the response is "well it could just be junk that Betrheda named with skills to rub our face in it". What would be the reason for them to do that?

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Britta Gronkowski
 
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Post » Thu Nov 26, 2015 9:16 pm

I wish we were. Unfortunately, the stats tab of the Pipboy clearly shows that only Perks are acknowledge as stats alongside special.

Perhaps Bobbleheads will add minor perks related to those "skills," aka the guns bobblehead makes you better with guns via a perk. Who knows...

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Matthew Aaron Evans
 
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Post » Fri Nov 27, 2015 2:55 am


Bobble heads boost perks now? Bobble heads are just a collection item like globes? This isn't a valid example of skills in use, just an example of something that Bethesda games has had before being a collectible again.
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Roanne Bardsley
 
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Post » Fri Nov 27, 2015 7:14 am

Yes, and against that drooling mob who'll swallow anything they get in their sights without a second though or chewing.

That's true. But then, a clock that's a minute behind or a minute front is never right.

Fortunately indeed.

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Evaa
 
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Post » Fri Nov 27, 2015 1:56 am

Well hope skills are in, I would hate for this to be dumbed down, I mean streamlined, game. Part of the playing the game is learning the challenges of the game's system and rules.

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Bonnie Clyde
 
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Post » Fri Nov 27, 2015 1:44 am

It must be fun to think the mob is wrong all the time. Clearly you're intelligent for wanting skills to exist.

The fantasy world you live in seems more fantastical than the fallout universe.

When the retort is this was done for the drolling masses I can't help but feel sorry for the person making it. Surely you can't actually believe that?
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Shelby Huffman
 
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Post » Thu Nov 26, 2015 9:13 pm

could be in game or not. He said that there not ready to reveal all just yet.

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Tamika Jett
 
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Post » Fri Nov 27, 2015 6:25 am


If anything having skills would improve those characters.


Yes, my god, think about it. A fantasy world where an rpg game ACTUALLY HAS RPG ELEMENTS IN IT! It's such a joke and clearly delusional fantasy!
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My blood
 
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Post » Thu Nov 26, 2015 10:51 pm

Well looking through the video again, when he goes through the pip boy scrolling through the inventory, the other categories fade in as he scrolls through, but when he scrolls through the stat menu where SPECIAL is located right when he opens the pip boy, you can clearly only see the three options (and one of those fades in as he scrolls over), with no skills or other options in sight. So there's nothing hidden there, like the inventory categories are.

The only explanation is them not implemented into the pip boy yet, which doesnt really make sense, or skills are removed.

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Justin Hankins
 
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Post » Fri Nov 27, 2015 5:39 am

No. It's not fun at all.

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Kyra
 
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Post » Thu Nov 26, 2015 10:43 pm


No RPG has ever been made without skills before right?

Jesus, are you even reading anything? Perks took the place of skills. If you don't invest perks in energy weapons, you'll be just as bad as not investing skill points.

Do try to keep up.
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Jeremy Kenney
 
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Post » Thu Nov 26, 2015 6:43 pm

The problem with this is that the SPECIAL stats also don't say they raise skills, and another screenshot from the crafting shows that some items require "Science rank 1" to craft.

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Erika Ellsworth
 
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Post » Fri Nov 27, 2015 12:20 am

Most likely a perk called science. Thats where skills have probably gone to perks... Guns 2 makes you shoot "better" than 1???

Speech same thing and so on? Maybe a 1-5 or a 1-10 scale?
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chloe hampson
 
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Post » Fri Nov 27, 2015 7:05 am


Or or we go with not the terrible dumb idea and keep the awesome idea of skills in place with perks being unlockables that expand characters alongside skills. But sadly that doesn't work and thinking so is a fantasy, I mean what delusional insane person could do that?! and it's not like we have examples of them working out in other games!

Yes, clearly fallout 1, 2, 3, New Vegas, Oblivion and Skyrim all were terrible terrible games solely because they dared to dream of a world where skills and perks live side by side, oh woe is them for they tried to do the impossible!
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Kayla Bee
 
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Post » Fri Nov 27, 2015 8:06 am

Yeah, another dumbed down skyrim with guns is what we're looking at.

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Max Van Morrison
 
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Post » Fri Nov 27, 2015 7:26 am

I saw Local Leader Skill at 25:35 and Hacker skill at 26:07 in the video. https://www.youtube.com/watch?v=GgL_dH_HPGw&feature=youtu.be&t=25m22s

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Arnold Wet
 
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Post » Fri Nov 27, 2015 7:23 am

On the S.P.E.C.I.A.L screen of Fallout 3 and New Vegas, each category always said which skill it governs.

Strength governed the Melee skill, Intelligence governed the Science skill, Agility governed the Guns skill etc.

Fallout 4's S.P.E.C.I.A.L screen does make any mention to governing skills.

It's gone.

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Kate Murrell
 
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Post » Fri Nov 27, 2015 7:45 am

I remember when having skills high enough unlocked my ability to take the more powerful perks and helped diversify my characters in drastic ways.

Those were the days....The good 'ole days of 2010.

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gemma king
 
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