I do know where they are. I do know where they went. If you're looking for ranting, I can tell you I won't have any. What I do have, below, are a very particular set of skills. Skills that have gone but are also still here. Skills that won't be a nightmare for people to use...
And so it looks like that's not the end of it. I have looked for them, I have found them, and from what I can tell, we can still use them! The skills that were a big part of previous games appear to have been very cleverly integrated into the new perk system. Here is my understanding of how it all works:
Via the Pip-Boy, we now have access to a brand new PERKS Menu. Along the top of this menu are our 7 SPECIAL stats. Underneath each stat are a list of perks ranked 1 to 10. Perks in the first row would require a 1 in the respective stat, perks in the second would require a 2, and so on. These 70 perks have multiple ranks (most have 4), giving us a total of 275 perks. As long as we have enough points in a given stat, we can pick any perk in that column up to the value of our stat. So for example, if you have 5 points in STRENGTH, you can pick from any of the first 5 strength perks in any order. And if you have 10, you have access to all perks for that stat. This system allows us to select high level perks right from the start of the game.
Instead of selecting a regular perk, we are also able to increase any selected stat by one point, exactly the same as the old 'intensive training' perk. We can do this up to a maximum of four times for each stat. Note that if we choose to do this, we will not be able to pick a regular perk for that level. Each stat also has a corresponding bobblehead hidden in the game world, which will increase the stat by another point. Putting this all together, we will be able to increase any of our stats by a maximum of five points as the game progresses.
Looking at the bobblehead stand in the E3 demo, we can see that it has a total of 20 slots. This would correspond to 7 stat related bobbleheads and 13 skill related ones, exactly as before. So why would this be the case if there are no longer any skills? The explanation, as I now understand it, is very simple. Out of the 70 perks mentioned above, 13 of them actually relate to SKILLS. But these skills no longer exist in the form that we knew them, but as a new type of perk. Each of these 'skill perks' still has a corresponding bobblehead waiting to be found. And when we do, we will be given ONE FREE RANK in that perk.
Many of the skills have been renamed, and from what I can tell, at least two of them have been combined. During the 'weapon mod' section of the demo, we can see that laser and plasma weapons are now modified using the 'Science!' skill. Note that this is not the same as the old Science skill, but is in fact the new name for the 'Energy Weapons' skill. The old Science skill is actually now called 'Hacking', and is used to create terminals. Given the name, we can also assume that this will be used to hack other terminals.
Next, we see a number of conventional weapons being modified using the 'Gun Nut' skill. One of these weapons is the 'Junk Jet', which looks to be a modified version of the old 'Rock-It Launcher' from Fallout 3. Being that the old version was actually under Big Guns, we can safely assume that Big and Small guns have now been combined to make the new 'Gun Nut' skill. This would actually be a sensible move, as modifying either of these two weapon types would involve virtually the same process, whereas modifying a plasma or laser weapon would require a completely different process.
If this is the case, then we are technically one 'skill' short. If we look at the military background of our protagonist couple, I believe we will find the answer. It is my understanding that the final skill (accessed via the perk chart, as per the other 12) will be used to allow us to wear and customise POWER ARMOR.
Let's quickly look again at the descriptions for our SPECIAL stats. I have highlighted in bold anything that seems to be 'skill related':
- STRENGTH is a measure of your raw physical power. It affects how much you can carry, and the damage of all melee attacks.
- PERCEPTION is your environmental awareness and "sixth sense," and affects weapon accuracy in VATS.
- ENDURANCE is a measure of your overall physical fitness. It affects your total Health and the Action Point drain from sprinting.
- CHARISMA is you ability to charm and convince others. It affects your success to persuade in dialogue and prices when you barter.
- INTELLIGENCE is a measure of your overall mental acuity. It affects the number of Experience Points earned.
- AGILITY is a measure of your overall finesse and reflexes. It affects the number of Action Points in VATS and your ability to sneak.
- LUCK is a measure of your general good fortune. It affects the recharge rate of Critical Hits, and your chances of finding better items.
Next, here is my 'guess' as to the 13 skills as they relate to Fallout 4. I have given the name of the skill, followed by the previous name if different, and finally the STAT that they would relate to as well as the required value. Note that, as far as I can tell, there are actually five skills listed under Intelligence, which would actually make sense.
- Barter (Same) requires 1 Charisma
- Explosives (Same) requires 5 Perception
- Hacker (Science) requires 4 Intelligence
- Gun Nut (Big/Small Guns) requires 3 Intelligence
- Local Leader (Speech) requires 5 Charisma
- Lockpick (Same) requires 1 Perception
- Medicine (Same) requires 2 Intelligence
- Melee Weapons (Same) requires 7 Strength
- Power Armor (New) requires 5 Intelligence
- Repair (Same) requires 6 Intelligence
- Science! (Energy Weapons) requires 7 Intelligence
- Sneak (Same) requires 3 Agility
- Unarmed (Same) requires 8 Strength
Based on all of this we can assume that in-game weapons will have the same effectiveness for all players, but by using the corresponding 'skill perk' as well as the right components, we can increase the range, damage, and other characteristics of any given weapons.
NOTE: all above information has been compiled using very careful anolysis of the perk chart seen in the garage during the trailer, as well in the Pip-Boy Edition promotional image. If any conflicting suggestions arise, please let me know and I will consider them on a case by case basis.
Perk chart as seen in garage: http://i.imgur.com/0L5pUcc.jpg
Promo image for Pip-Boy edition: http://assets.vg247.com/current//2015/06/Fallout4_PIPBoy_Edition_Content11-1024x647.jpg
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EDIT 1: as suggested by Erzherzoghans, it would make sense if we could still use skills even if we did not have any of the associated perks, but that we would be limited to very basic functionality. An example would be that we would be able to open very easy locks without selecting any perks under Lockpicking.
EDIT: Intelligence requirement for Hacker was previously listed as being 7 instead of 4. This has now been amended. Note that following further investigation, the above list is due to be revised shortly. Watch this space...