No wacky or gameplay-changing perks.

Post » Mon Feb 14, 2011 4:14 am

Another purist. Don't turn the perk on.

Another stupid remark. There's the door.

Seriously, dude, if you are saying: don't like it, don't use it.., you might as well say: "Don't like fast travel? Then walk instead".
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ezra
 
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Post » Mon Feb 14, 2011 12:22 am

I don't know what was wrong with the perks of Fallout 3. Some of them changed more than the others, and the reason why there were so many "bland" +X to skill perks because you gained perks every level, if you would have to choose amongst the most powerful ones every time it would be a bit too much.
And even the old fallout games had these "bland" perks, even though you gained them every 3rd or 4th level.

I think the perks won't be as interesting as they were in Fallout, but there might be more interesting ones later. I'm pretty sure the same perks there were in Oblivion will make a return, like the powerattacks for weapon skills, ignoring armor weight for armor skills, dodging for acrobatic/athletics/something.
And regenerating health is really not that game changing, especially at high level.
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STEVI INQUE
 
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Post » Sun Feb 13, 2011 4:18 pm

What if they add some wild perks like that,whats the issue?
Last time i checked,you get to choose your perks,so its not like they are forcing you to use them,i say if they want to add any perk like that,let them,its Bethesda game,not yours,if you dont like it,dont choose that perk,im sure theres someone out there with tears of joy in it's eyes for beeing able to use it.


This.

Choice is always good.
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Alex [AK]
 
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Post » Mon Feb 14, 2011 4:31 am

I like wacky, gameplay changing perks and I hope that all perks won't be "inspiring" like: +10% critical, +20% critical, +30% critical etc etc
If you don't like a perk, choose another one. You'll have 280 alternatives.
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kat no x
 
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Post » Mon Feb 14, 2011 3:10 am

Hopefully, perks in Skyrim won't be anything like those in either FO3 or in OB.

In FO3, a lot of them were extreme, silly, or just didn't have any rational reason. Too many of them took the character from "normal" to something inhuman in one weird leap. I don't mind a little bit of "silly" in a game, especially if it's optional, but having your character go from a mundane vault resident to some cannibalistic, firebreathing, radiation-hardened, photosynthetic monster in a few levels was more than a bit over the edge. "Bloody Mess" was only acceptable because it truly was "optional", even though the bloodbath was still insanely unrealistic and overdone without it.

In OB, the problem was mainly that the perks were "automatic". None of those "if you don't like it, don't use it" arguments apply, because it happened whether you wanted it or not. Also, suddenly going from "normal" to "shield takes no damage", "armor is weightless" or "never break repair hammers" in one giant step made somewhere between absolutely no sense and even less than that.

If it's going to have a profound effect on gameplay, it should either be phased in over several stages or else be a reward for some quest, where something "happens" to you, or you recieve some exotic training for a mission while ON the mission (rather than afterward as a reward, as is so heavily overdone in games).
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suniti
 
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Post » Sun Feb 13, 2011 8:03 pm

Another stupid remark. There's the door.

Seriously, dude, if you are saying: don't like it, don't use it.., you might as well say: "Don't like fast travel? Then walk instead".


Sounds reasonable to me.
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Penny Courture
 
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Post » Sun Feb 13, 2011 11:18 pm

I'm fine with some wacky stuff (Tarhiel in Morrowind), no need for a perk for that.
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Danielle Brown
 
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Post » Mon Feb 14, 2011 4:07 am

Those were fine for fallout. Fallout isn't completely serious, and is kind of intended to be humorous at times.
But now that perks are in Elder Scrolls, no perks that change how you play. Only bland perks that complement your playstyle. Like the mace ignores armor thing. But perks that radically change how you play- like the perk in Fallout that gives you regenerating health in sunlight- are bad. It changes the way you play the game beyond that of simply being more powerful.

So please, none of these perks. Only perks that you could occasionally forget you had on: only the top level ones should be different. After all, if we will be getting 50 of them from levelling up alone, they should hardly affect gameplay.

And I shouldn't have to go into wild wasteland.


Agree 100000000%

Im even hoping for a 'no perk' option on the choose perk screen.

Fallout/TES are best at early levels when everything is a fight for survival.

once you start gaining all these handicaps over the enemy then things become bland.
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Emilie Joseph
 
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Post » Sun Feb 13, 2011 5:15 pm

Those were fine for fallout. Fallout isn't completely serious, and is kind of intended to be humorous at times.
But now that perks are in Elder Scrolls, no perks that change how you play. Only bland perks that complement your playstyle. Like the mace ignores armor thing. But perks that radically change how you play- like the perk in Fallout that gives you regenerating health in sunlight- are bad.

Well such advantages was in Daggerfall and I doesn't see any problems in implementation of them in Skyrim
Regenerate Health - Allows the player to slowly regenerate health. (15 HP/hour)
General
Darkness
Light
While Immersed in Water
http://www.uesp.net/wiki/Daggerfall:ClassMaker

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Ally Chimienti
 
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Post » Sun Feb 13, 2011 3:13 pm

no perks that change how you play. Only bland perks


Wow, I sure hope not. That sounds really...bland....
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Anthony Santillan
 
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Post » Sun Feb 13, 2011 9:29 pm

Because of this, I want there to be a perk that makes a slow-mo effect everytime I sprint.

Speeding through town and a peasant greets me: "Hhhheeeeeeeellllooouuuu Ddooooooooovvvvaaaaaaahhhkiiiiiiiinnnnn!"
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Mélida Brunet
 
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Post » Mon Feb 14, 2011 3:11 am

... but having your character go from a mundane vault resident to some cannibalistic, firebreathing, radiation-hardened, photosynthetic monster in a few levels was more than a bit over the edge. ...

that makes me want to buy FO3. :)


Because of this, I want there to be a perk that makes a slow-mo effect everytime I sprint. Speeding through town and a peasant greets me: "Hhhheeeeeeeellllooouuuu Ddooooooooovvvvaaaaaaahhhkiiiiiiiinnnnn!"


http://www.youtube.com/watch?v=OkxywaZUA7Y

When i think of Wacky perks i think of creating a killer court jester assassin character akin to the Joker.
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john palmer
 
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Post » Sun Feb 13, 2011 3:10 pm

I personally like the perks over the class system any day especially for some one like me that wants to mix it up a little
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Kathryn Medows
 
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Post » Mon Feb 14, 2011 2:32 am

You hated Wild Wasteland? Hum, It was one of the best FONV perks (only available as a trait) IMO.
Sure, there won't be a perk that makes everthings look really silly but funny or strange random encounter available through a perk would be interesting.

"Romanes Eunt Domus"
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Lindsay Dunn
 
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Post » Mon Feb 14, 2011 3:28 am

Nothing is making you take the perk. If you don't want to take it, don't.
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barbara belmonte
 
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Post » Mon Feb 14, 2011 1:44 am

I suppose it doesn't matter what we think, it matters what does happen. And truthfully, Fallout 3's perks were terrible. New Vegas' were much, much better and more fun (Meltdown, for instance). Bethesda needs to get themselves up to snuff, or their perks WILL svck. They need to put a lot of thought into the perks. Each perk should, in some way, change the way the player interacts with the world. Chain lightning, spreading fire, dual wielding claymores (just an example, I really, really hope we don't see dual wielding claymores), etc. Bethesda's problem in Fallout 3 was that their perks were WAY too passive. +5 to this skill or that skill, or +x damage or whatever? That's a joke. That's BORING! What we need are things that actively affect your gameplay (such as the aforementioned Meltdown perk from New Vegas). A perk should never NOT affect your play in a totally noticeable way. +x to a skill is just cheap and boring.


Well said. I would love to see perks be more amazing feats that are used under dire circumstances with cost of a lengthy cooldown(not waiting but actual rest in a safe area for 48 to 72 hours before reuse). Rest could be cumulative but it balances a bit. In fallout 3 I found myself taking the more unique perks even if it wasn't a part of my character just for the diversity. Sadly I wouldn't know about New vegas. I gave up after game breaking glitches finally made me give up after 40 hours in.
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Phoenix Draven
 
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Post » Sun Feb 13, 2011 8:52 pm

Another stupid remark. There's the door.

Seriously, dude, if you are saying: don't like it, don't use it.., you might as well say: "Don't like fast travel? Then walk instead".


Ah. But here is the real problem. "don't like it, don't use it" is Bethesda's official stance on items that are complained about by the core fanbase. Rather than compromise just run that statement..... sorta like "Yeah I smoked it but didn't inhale". :foodndrink:
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latrina
 
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Post » Sun Feb 13, 2011 8:39 pm

While I dont want and dont think there will be 'wacky' perks. I do want gameplay changing perks, since even a lot of the perks in Oblivion changed gameplay to an extent, added a new fighting move etc. As for Wild Wasteland in NV, it was pretty terrible. Not only could they of put those Easter eggs in the game without the trait, but even if you pick the trait, you could easily go through the whole game without encountering, or know your encountering the handful of Easter eggs. Unless your character needed one of the uniques from WW, it was rather pointless.
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Janette Segura
 
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Post » Mon Feb 14, 2011 12:35 am

Well said. I would love to see perks be more amazing feats that are used under dire circumstances with cost of a lengthy cooldown(not waiting but actual rest in a safe area for 48 to 72 hours before reuse). Rest could be cumulative but it balances a bit. In fallout 3 I found myself taking the more unique perks even if it wasn't a part of my character just for the diversity. Sadly I wouldn't know about New vegas. I gave up after game breaking glitches finally made me give up after 40 hours in.

I hate long cool down or unique single use items, tvtropes has a long article about it, as awesome but useless. As you can only use it rarely you want to save it to later so you end up not using it, you can not depend on it as it might be in cooldown, as you use it rarely you don't learn how to use it well so I often end up forgetting them totally.
I don't make very rare but powerful potions or poisons for the same reasons, their only use is typically end of level bosses who we don't have in TES.
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Dalia
 
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Post » Sun Feb 13, 2011 11:50 pm

If anything I think this is EXACTLY WHY it should be put in. So that people like you (who like more serious games) can get that, But people like me (who like more jokes, and humor in their games) can get that too.
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Rich O'Brien
 
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Post » Sun Feb 13, 2011 5:47 pm

If anything I think this is EXACTLY WHY it should be put in. So that people like you (who like more serious games) can get that, But people like me (who like more jokes, and humor in their games) can get that too.


Having a choice is not a valid option to some people. They simply want what THEY want, and if anyone else is unhappy in the process it doesnt matter, because they got what they wanted so why worry about anyone else.

Believe it or not, some people argue that chioces actually cause them to break immersion. Weirdos.

Im not for or against it. I like seeing random, easter eggish things in the game already, like TES has done in the past. There were always funny easter eggs and references in TES, however I never had to pick a perk to see them. They should just be random, small, hard to find, and or limited.

But some people throw hissy fits if the game isnt made their way, which spawns perks like "Wild Wasteland". So if I have to pick a perk to see the funny things the developers put in the game so be it, but honestly I dont see a point.
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Hayley Bristow
 
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Post » Sun Feb 13, 2011 2:19 pm

I disagree.

While I agree with the statement that Wild Wasteland does not belong in the Elder Scrolls, I think perks are going to be a big part of the uniqueness of each character you make. With the (probable) loss of attributes, perks that vary gameplay (slightly) are what will ultimately add to how much your character feels like your own and add to the replayability of the game.
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CORY
 
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Post » Mon Feb 14, 2011 5:34 am

Perks are skill-based, so I don't see them becoming the game-changing, character-defining attributes they were in Fallout. They will probably comprise bonuses to damage, new moves, resistances to certain things, etc. etc. ELder Scrolls is not half as humorous a series as Fallout, and I'm not expecting anything absurd or too tongue-in-cheek. As far as the little information we got goes, those are all gameplay based and will provide another mean to differentiate your character.

Which freightens me a bit, since it was already pretty damm easy "breaking" a character in Oblivion. It is very reassuring, though, that they seem to be dumping the cryptic skill/stat leveling system and giving the player more control over what they'll level. I'm still a bit worried about stat progression, however, since with this "the higher the skill level, the sooner you'll level", coupled with the dual wielding limitations(not knowing how many sets you get, if any beyond the regular, and how easy it is to swap beetween them), may lead to terrible imbalances beetwen one trick ponies and all around characters. Neoseeker had something about 255 perks and 18 skills, which leads to 14(?) perks per skills. That's 3 full skills and a half by the improbable level 50. Sounds reasonable to me so far, really.
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mike
 
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Post » Sun Feb 13, 2011 9:27 pm

So just boring perks then?
I'd like a greater amount of perks that actually do something instead of giving me a minor bonus to "oh with this one you get a better penetration with axes!"
So yes to gameplay changing perks but don't "force" us to take them in a skill tree so that we have to take one we don't want out of principle just to get to the next one.
Wild Wasteland on the other hand, no.

But things like Cannibal, Solar Powered, Nuclear Anamoly, Slayer, Living Anatomy, Gecko Skinning, Robotics Expert, Light Step and Spotter are a clear yes.
Don't get me wrong, I don't want these "actual" perks in Skyrim.
I do want perks that do more than just swaying the stats around.

As long as they're not overpowered I see no big issue with it either.
You don't like it, don't pick it.
Doesn't fit your character, don't pick it.
Doesn't think it fits into Elder Scrolls to have perks that give new gameplay mechanics, don't pick it.

But again, to the extent of Wild Wasteland?
No thanks.
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mishionary
 
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Post » Sun Feb 13, 2011 10:46 pm

i think humorous perks would be perfectly okay because you can choose what perks you get. Last time I checked there are tons of different people out there. If you want humorous gameplay choose funny perks. If your really serious put on more serious perks on. Or if your a combination of both put on whatever perks you want to. No body is stopping you.
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sunny lovett
 
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