I want to see Special Stats over 10!

Post » Fri Nov 27, 2015 5:13 pm

So long as I can get 10 everywhere I'm fine with the max being 10. Or at least most stats, I wouldn't mind if the CHR stayed at 1, I'd have it at 0 if possible, it's useless.

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Emmanuel Morales
 
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Post » Sat Nov 28, 2015 1:46 am

You might want to rethink that in Fallout 4.

For Fallout 4 your Charisma stat directly impacts your chance to succeed for persuasion and your barter ability (prices).

The Endurance stat now impacts both your hit points and the Action Point drain from Sprinting.

Might have to rethink Endurance if it determines how long I can stay alive and how fast I can run away.

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Avril Louise
 
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Post » Sat Nov 28, 2015 2:13 am

In the PipBoy E3 video at level 24 his Special are all still close to 5, with only one above at 6 and the rest at 3-5. Only three more than the low starting value.

I guess they are trying to make Special more important and characters more specialized, so less masters of all trades.

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Michael Russ
 
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Post » Fri Nov 27, 2015 8:31 pm

NO and I hope it's impossible to get 10 in all stats, tired of Moats. I like choices and choices adds to replayability.

Knowing this studio though, I'm 99.9% sure there's going to be a special resec somewhere in the world.

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Bethany Short
 
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Post » Sat Nov 28, 2015 12:15 am

I hope so.

And since the perk chart shows the seven special stats as the top row with 10 perks under each one, to get a perk from row seven, you will need a seven in that stat.

For example Grim Reaper's Sprint and Sniper need a 9 in Luck and Perception respectively.

This means very different perks available for different types of builds depending on which Special Stats they specialize in.

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Stay-C
 
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Post » Fri Nov 27, 2015 2:16 pm

All depends on how they balance things. I think in previous games there were more skill points to distribute when you created your character than it appears there will be in F4. So if you have a skill at 10 in F4 it will mean that you had to make a major sacrifice with other skills, which could mean that having a skill at 10 will actually seem crazy high in the game.

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Amanda Furtado
 
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Post » Fri Nov 27, 2015 11:00 am

You want to play as Behemothmeat?

You're human in this game, even a human at 10/10/10/10/10/10/10 cannot defeat a deathclaw without serious planning. IMO, it should be 99.0% impossible to kill a behemoth without an army or at least power armor. Without power armor, they and death claws should kill you in one swipe no matter what your special stats are. You are not a god!

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Lauren Graves
 
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Post » Fri Nov 27, 2015 10:03 pm

@cndblank-> No, I maintain that CHR is useless to me, I don't do speech checks and I never really needed to buy much of anything (plus getting caps was pretty easy anyway), END I don't need to rethink either because I always used high END. In FO3 I maxed STR, END and INT, left CHR and LCK at 1 and split thes rest between PER and AGL, which I usually both boosted a bit with Intense Training.

@booheads-> In one of the gameplay segments we can see a PC lvl of 43 or 48, indicating the lvl cap is probably 50. But then we don't know if the demo character's stats hadn't changed much because you can't increase them much, leveling doesn't give much or because that player simply didn't pick options to increase it more, so it's all moot for now.

@TheTerrorOfDeath-> Why ? If you don't want 10 in everything then don't do whatever allows one to get that. You had to take a perk at lvl 30 and then find SPECIAL bobbleheads if you wanted perfect stats in FO3. Why would you care if FO4 had a similar process ? You want a specialized build with weaknesses, do that. I want a flawless build, I'll do that (if possible). I said I want to have 10 everywhere, not that I wanted the lvl cap to automatically make any character perfect. You're basically saying "I wouldn't use that option if it was there so it shouldn't exist at all". By that logic you playing on Hard means Easy should be removed.

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Nims
 
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Post » Fri Nov 27, 2015 6:58 pm

Actually it's 1000 times but yeah, i get your point.

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michael danso
 
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Post » Fri Nov 27, 2015 2:38 pm

FALLOUT NEW VEGAS

STRENGTH 10

BUMPER SWORD

PYSCHO

MED X

BUFF OUT

JET

TURBO

SLASHER

WEAPON BINDING RITUAL

USE VATS

MAULER

Last boss fight LEGATE LANIUS

YOU WILL HIT HIM SO HARD IT THROWS HIM INTO THE AIR HIGH ENOUGH FOR WHEN HE LANDS HE TAKES FALLING DAMAGE AS WELL.

I am okay with a stat of 10 with items that boost.

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Sami Blackburn
 
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Post » Fri Nov 27, 2015 12:21 pm

I've got to try this!

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Alberto Aguilera
 
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Post » Fri Nov 27, 2015 12:41 pm

With the 10 cap, I never really felt that special affected anything in the game outside spontaneous dialogue options, maybe if special could be expanded into sub categories that could be increased up to 100 through adding action points to them, then you'd really feel like you can diversify your strengths.

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Natalie Taylor
 
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Post » Sat Nov 28, 2015 12:44 am

This was more of a suggestion for Fallout 5.

I don't want to play a human with a natural Special Stat over 10, but if I'm using Chemicals, Power Armor, or cyberware to boost a stat above 10, it would be nice to actually get the benefit.

Also it would also make some things easier to compare/mod if the creatures had special stats too.

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Cameron Garrod
 
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Post » Sat Nov 28, 2015 2:44 am

No need to get any higher... unless you're not a human, or you're not limited to human norms (for instance, someone in power armor could reasonably be stronger than any normal human not in power armor).

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Matt Bigelow
 
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Post » Fri Nov 27, 2015 12:07 pm

You guys do realize that a special stat of 10 is definitely above human right? In fallout 2 you could beat a supermutant in an arm wrestling match with a strength of 9 or maybe even 8. I would also like to point out you guys think the characters are not above human when they clearly are...in fallout 2 you can basically kill a ultra supermutant cyborg in power armor with your barehands by tearing him in half. http://fallout.wikia.com/wiki/Frank_Horrigan
Look guys being human like svcks...being a BA is cool.
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Bonnie Clyde
 
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Post » Fri Nov 27, 2015 6:48 pm

You can beat a *Behemoth* with your bare hands, that's superhuman as [censored]

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carrie roche
 
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Post » Fri Nov 27, 2015 9:35 pm

I think a good balance is this:
1 to 10 Human physical bounds.
11 to 15 possible though Augmentations, Mutations and Power Armor.

Because lets face it, If I have a High Med Skill and Science, I'm going to want to play with my Genetic code like a cat with a ball of yarn.

And here a Interesting idea I thought of for chems:
-1 to 1 Overdose: skills hitting the -1 stat resulting in Death when chem are detected as the debuff, the strain on your body from the withdraws and abuse of mixing uppers like Metats with you're downers like Booz should have some kind of nasty result. Imagine some junkie crashing on Jet, Ultrajet, Medex and Whisky all at once would look like. At Agility 4 to start with, they would be dead from the withdraws.
or 10 -11 though use of chems could have the same result, the Augs not stacking. o

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Joanne Crump
 
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Post » Fri Nov 27, 2015 4:09 pm

i agree

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Janette Segura
 
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Post » Fri Nov 27, 2015 10:52 am

Basically, I'd prefer it if things that boost a stat aren't useless for me if I already have a high number in that stat - it makes it so things like the Stealth Suit Mk II is actually useless as a piece of armor for stealth-focused gameplay because you'll be hitting that 100 skill point cap, or that power armor is useless for a high-ST character, or Psycho for a high-DR character (or whatever psycho does in FO4).

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Stefanny Cardona
 
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Post » Fri Nov 27, 2015 11:32 am

If I get a bobble head thats for strength and my character already has a strength of 10...I want to be able to add that to a different stat.
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Emma
 
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