Will 50 perks be enough?

Post » Thu Feb 11, 2010 11:07 am

People will mod the perk cap out then realize how stupid it is to have all 280 perks. The perks provide the greatest value in roleplaying, removing the cap would take out all the roleplaying.

This.

Have fun being disappointed.
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Nims
 
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Post » Thu Feb 11, 2010 11:40 am

I can see the need in imposing a limit on just how powerful our characters can be, but we are the main character, we are killing off dragons, and we are trying to stop a "god", so being able to master more than a few aspects of our characters shouldn't be out of the question. It just seems odd that they're making it harder to be god-like in a game where the hero is going up against gods and god-like beings, and is expected to win.
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jadie kell
 
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Post » Thu Feb 11, 2010 10:07 am

I think 50 perks will be enough. I just want to see more of the perks revealed.
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Britta Gronkowski
 
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Post » Thu Feb 11, 2010 2:15 pm

There are 280 UNIQUE perks. Meaning the perk for a fireball that sets an opponent on fire has multiple levels, but in the 280 count it only counts once.


No. This is wrong. Todd said "280 perks including the levels of multi-level perks"
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Code Affinity
 
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Post » Thu Feb 11, 2010 6:47 am

No biggie, this will be modded the first week or so.

Most people don't have access.

I also think it'll add to replay value. I loved perks in Fallout. It was fun to build a character, planning on how to best combine the perks. Maybe I'll miss making a rounded character at times, but I like specialists. Characters and replays start to feel bland when you're a jack of all trades. This, I hope, will keep replays fresh.
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Richard Dixon
 
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Post » Thu Feb 11, 2010 12:18 pm

You mod out the perk cap, you mod out the replay value.
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Penny Wills
 
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Post » Thu Feb 11, 2010 1:37 pm

Most people don't have access.


Most people'll be sorry they didn't buy it for the PC then. :)
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Steven Nicholson
 
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Post » Thu Feb 11, 2010 6:33 pm

The perks provide the greatest value in roleplaying, removing the cap would take out all the roleplaying.

For me, the story and the world is the greatest value in roleplaying.

In addition, I don't need external and arbitrary rules to roleplay. :shrug:

Anyway, I'll still be happy to buy and play Skyrim. That's what important in the end. ;)
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^_^
 
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Post » Thu Feb 11, 2010 9:54 am

I trust Bethesda to come up with a rounded system that allows for varied and diverse gameplay, and from reading the posts in this thread it looks like it will be. But maybe not everyone wants to replay the game just to master a different skill set. Don't you think it would be unfair that you couldn't master everything after reaching a ridiculously high level? If there was a way that you had to make decisions earlier on to have a decent character, then later on were allowed to master the remaining ones then i'd be quite happy.
I know the saying goes 'jack of all trades, master of none,' but I kinda liked being able to play the style that suited my mood, without having to go through the game again.
Anyone agree?
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SamanthaLove
 
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Post » Thu Feb 11, 2010 12:10 pm

The important thing here, IMHO is - will they have different gameplay feel? And IMHO damage over time versus increased criticals are different enough to feel differently and play differently. Ditto, something that I wanted since forever - stealth attack multiplier for daggers that allows one-hit sneaky kills with them. Yes, it is "only" increased damage, but there is no doubt that daggers will play very differently from MW and OB now.

I am interested to see the purported bonus for daggers in action, and yes - that could be a notable, and game-enhancing, addition.

The best "stealth weapon" in OB was a dai-katana for Pete's sake!
No it wasn't. Two-handed weapons don't get a sneak attack bonus.

Invest in stamina and use sprint?

That's something any character can do. A lightly armored character, under the previous system, gained a speed advantage automatically, solely by wearing less armor and thereby having less encumbrance. My lightly armored to unarmored warriors don't have a speed advantage because I chose that perk when the perk fairy visited in the night, but simply because they're lightly- or unarmored.

Also, I am sure that encumbrance will play it's role again.

I'm not. There might be some sort of wholly artificial system laid on top that sort of manages to sort of take the place of strength-based encumbrance, but since strength doesn't exist in the game and it's therefore going to have to be determined via perks, it's going to be open to anyone. Slap a few perks on him, and my Bosmer tank is going to have the same movement speed as my unarmored Khajiit. And for that matter, there's a very real possibility that they're going to have the same movement speed no matter what, from the beginning - that movement speed will be fixed. Nonetheless, even if there are variations in movement speed, since they'll have to be tied to perks, they'll be wholly artificial. My lightly armored character is not going to be able to move faster simply by dint of lugging around less armor - instead he'll only be able to move faster if I pick one of the "move faster" perks. And as if that's not enough, there's a very real possibility that if such perks exist at all, they'll be tied to armor skill, meaning that my heavy armor tank will be the one who will be able to qualify for and take movement speed perks instead of my unarmored fighter. That's completely, 100% backwards.

Anyway, the big advantage of a character deeply invested in weapons is that he can always use the best weapon at hand with maximum efficiency. A character that invested in one-handed weapons skill only wouldn't benefit much from finding a daedric dai-katana and for one who only picked sword-related perks switching their dwarven sword for a daedric axe would not be much of a gain. Your character will always benefit to the max from every good weapon he finds. Choices and consequences, right?

This is directly contrary to the system as outlined. The system rewards specialization, and specialization will be in individual weapons, not simply in broad categories. Beyond that, you seem to be contradicting yourself. Choices and consequences means that, for instance, your character specializes in swords and really can't gain much or anything if swapping a dwarven sword for a daedric axe. Under the new system, it appears that it will be even less likely that he'll be able to so gain - not more. And I don't see that as a problem.

But they are not. In the previous TES games except partly for DF, specialist characters were severely gimped.

The one has nothing at all to do with the other. Presuming, for the sake of argument, that specialist characters were "severely gimped" in past titles (an assertion that's arguably true, but that I just don't want to get into), that has NO bearing at all on whether generalists will be gimped in Skryim. None. The two points are entirely separate.

Doesn't it occur to you that the _only_ way specialized characters can overcome the same challenges as the generalists is to have these advantages? The generalist is very flexible and can always have an optimal skill for the situation. The specialist doesn't - which is why their abilities have to be powerful enough to overcome a challenge even when they aren't optimal for it. It is impossible to properly balance a game where master of all trades exists. Either it will be laughably easy for certain types of characters or unreasonably difficult for others.

Certainly specialists should have advantages. I never said or even implied otherwise. I clearly stated that my concern is that Beth is moving in the opposite direction - that rather than rewarding specialists and leaving generalists at least the advantage of having more skills to fall back on, making the two approaches roughly equal in the long run, they're deliberately setting about punishing generalists - taking away the advantage that they might otherwise have that would serve to make either approach viable and instead setting it up so that specialist is the ONLY viable approach. That's simply swapping one unbalanced design for the opposing unbalanced design. If the problem in the past was that generalists could become more powerful than specialists, then the obvious solution is to rearrange the game balance so that, in the long run, generalists and specialists can become equally powerful - each relying on his advantages to compensate for his disadvantages. That doesn't seem to be the way they're moving though - from their rhetoric at least, again, they seem to simply be swapping imbalance in one direction for imbalance in the other.

And BTW, I don't understand the notion that all warriors will be the same in Skyrim either,

That's not actually what I said.

when we have the choice between one-handed and board, dual-wielding and two-handed weapons, with various perks that would allow for further specialization. Further there is a choice between heavy and light armor with attendant perks, using or not using a bow for ranged attacks, and health (hps, encumbrance?) versus stamina (special attacks, speed).

Certainly. My point, from the beginning, was that it would seem to me that with a total of 280 available perks isn't enough to provide enough different combinations of perks. As I said in my last - that if one were to decide, for instance, on a character with light armor, a one-handed sword and a shield, then to go through and eliminate all the perks that wouldn't apply - all the perks for other weapon types and other armor types and such - what one is going to be left with is a total number of useable perks that potentially won't be much greater than 50, meaning that a character of that particular type and another character of that particular type are actually going to end up very similar, in spite of a deceptively large total of 50 chosen perks.
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Yvonne Gruening
 
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Post » Thu Feb 11, 2010 8:08 am

They also said that most of the damage and usefulness for most skills revolve around perks instead of skill level. Does this mean we will only be able to fully master 5 or less skills? It seem very limitingtl:dr - Will perks be spread too thin to max enough skills/attribute affects/random perks with only 50 perks to have a decently powerful character in more than a few things?


I would really be displeased if I had to either have all of my perks be devoted to my weapons to make them do the damage that should be reflected by my skill or pick the fun perks (with the assumption there will be fun misc perks like in FO3 + NV) at the cost of nerfing my character.
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Louise Dennis
 
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Post » Thu Feb 11, 2010 5:39 am

Actually thinking it through I'm inclined to believe the generalist will still have an advantage
If as suspected there are seperate perk branches within weapon skills for axes, sword and blunt you won't need anywhere near all the perks to be an effective warrior
A character who just learns all the sword perks for example and then puts his remaining perks into another skill is going to be more effective than one who learns how to use all the different weapon types equally well. Thats unless they have made particular weapons much more effective in certain situations eg warhammers vs. plate armour but I've not seen anything to indicate that

If there are few enough specialist perks, or even if it's set up in such a way that the most fundamentally useful ones are lower on the tree and the later ones are particularly cool but not particularly necessary, then that is a possibility. For instance - Armorer in Oblivion. Certainly the most important Armorer perk is being able to repair enchanted gear, and that's available at Journeyman level. That puts it within reach of most characters who are at all inclined to repair their own gear at all. The next perk - the ability to "repair" to 125% - is an enormous gain in weapon and armor strength, but isn't really necessary to a sucessful build. It's much more of simply a bonus, although a very nice one. If the new system is much like that - with the most important ones in relatively easy reach, but the really nice bonuses only available with some dedicated specialization, then it could well be balanced such that neither the generalist nor the specialist has an obvious overall advantage, and they merely end up two different ways to approach the game.

The only thing that concerns me about that though, as I noted, is the almost palpable hostility I've seen to generalist characters - not simply to the "master of all trades," but even to the "jack of all trades." As I said, it's possible that the rhetoric has just been a bit skewed in order to drive home the point that the "master of all trades" is no longer a possibility. However, it's also possible that the game itself is skewed, such that the "jack of all trades" is simply not a viable build - not simply that such a build would suffer the disadvantages inherent in order to compensate for the advantages inherent and in order to balance with the advantages and disadvantages of specialization, but that such a character would be so gimped as to be essentially unplayable.

We'll see....
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Dustin Brown
 
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Post » Thu Feb 11, 2010 4:10 am

I already have plans to DL as many decent perk mods as possible. THE MORE THE MERRIER!
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Brooks Hardison
 
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Post » Thu Feb 11, 2010 11:30 am

No. This is wrong. Todd said "280 perks including the levels of multi-level perks"

Yeah, I just heard that as well. That's sad. :sadvaultboy:
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Nichola Haynes
 
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Post » Thu Feb 11, 2010 10:29 am

Yeah, I just heard that as well. That's sad. :sadvaultboy:

Mods will make you happy again!
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Latisha Fry
 
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Post » Thu Feb 11, 2010 8:54 am

It's called making a new character when you're done specializing with your perks. So of course it'll be enough. Also, remember that 280 perks include rank ups of said perk.

I don't understand why someone wants to be good at everything, just make a new character :o


The issue is. For those who want to make a new character with a new build perk cap or no perk cap they are fine. You can beat the game well before max level so go for it. For those who want to master a lot of things a perk cap kicks them in the jimmy. Why would anyone want the game o be designed so only one style of play is satisfied when a broader style doesn't negatively impact anyone.
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Vera Maslar
 
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Post » Thu Feb 11, 2010 6:14 am

I'm pretty sure you'll also be given certain perks as rewards for finishing quests etc. So don't worry, you'll have more than enough to develop a very unique and effective character.

Only problem is a unique character would only be able to do this quest.

But if every character can do the quest.....
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Kelli Wolfe
 
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Post » Thu Feb 11, 2010 10:19 am

Yeah, I just heard that as well. That's sad. :sadvaultboy:

I think 5 unique perk with 3 levels in every skill should be enough...
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R.I.P
 
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Post » Thu Feb 11, 2010 3:58 am

I am interested to see the purported bonus for daggers in action, and yes - that could be a notable, and game-enhancing, addition.


I am too.

That's something any character can do. A lightly armored character, under the previous system, gained a speed advantage automatically, solely by wearing less armor and thereby having less encumbrance. My lightly armored to unarmored warriors don't have a speed advantage because I chose that perk when the perk fairy visited in the night, but simply because they're lightly- or unarmored.


I wonder even with perks or sprint how this will work with a greatly reduced speed to backpedaling in Skyrim. I used to move in and out to make better use of lightly armored melee characters but won't have that in Skyrim.


There might be some sort of wholly artificial system laid on top that sort of manages to sort of take the place of strength-based encumbrance, but since strength doesn't exist in the game and it's therefore going to have to be determined via perks, it's going to be open to anyone.


It sounded like Strength (and other attributes) are "in the game" but run in the background and cannot be altered by the player. Though that fact, if it's true, doesn't affect your arguement I guess.

Certainly specialists should have advantages. I never said or even implied otherwise. I clearly stated that my concern is that Beth is moving in the opposite direction - that rather than rewarding specialists and leaving generalists at least the advantage of having more skills to fall back on, making the two approaches roughly equal in the long run, they're deliberately setting about punishing generalists - taking away the advantage that they might otherwise have that would serve to make either approach viable and instead setting it up so that specialist is the ONLY viable approach. That's simply swapping one unbalanced design for the opposing unbalanced design. If the problem in the past was that generalists could become more powerful than specialists, then the obvious solution is to rearrange the game balance so that, in the long run, generalists and specialists can become equally powerful - each relying on his advantages to compensate for his disadvantages. That doesn't seem to be the way they're moving though - from their rhetoric at least, again, they seem to simply be swapping imbalance in one direction for imbalance in the other.


I hope your wrong here. I like playing both types though I did lean toward generalist because of the inherent advantages over specialists in pervious games.

My point, from the beginning, was that it would seem to me that with a total of 280 available perks isn't enough to provide enough different combinations of perks. As I said in my last - that if one were to decide, for instance, on a character with light armor, a one-handed sword and a shield, then to go through and eliminate all the perks that wouldn't apply - all the perks for other weapon types and other armor types and such - what one is going to be left with is a total number of useable perks that potentially won't be much greater than 50, meaning that a character of that particular type and another character of that particular type are actually going to end up very similar, in spite of a deceptively large total of 50 chosen perks.


It's too hard to say without seeing what the perks actually are and how they play. Too often I've seen in games what appears to be the opportunity for great variation in characters, but with some perks (or feats or other abilities in other games) becoming "must haves" while others being "a waste of a perk slot" so in the end players pick the same perks. I hope this doesn't come true also.
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Cassie Boyle
 
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Post » Thu Feb 11, 2010 11:37 am

That's something any character can do. A lightly armored character, under the previous system, gained a speed advantage automatically, solely by wearing less armor and thereby having less encumbrance.


No reason why it couldn't still be there, is there? I am fairly sure that encumbrance will still be in and it might run directly off health, for instance. Whether you would or wouldn't need perks to raise it is immaterial, surely.

The system rewards specialization, and specialization will be in individual weapons, not simply in broad categories. Beyond that, you seem to be contradicting yourself. Choices and consequences means that, for instance, your character specializes in swords and really can't gain much or anything if swapping a dwarven sword for a daedric axe.


You can always choose to get all perks for one-handed skill and be equally proficient with all weapons it covers. A skill can only have max 20 perks. So, yes, you could have advantage of always getting the most out of best weapons you find, _if_ you choose to build your character that way. It is an interesting option, for warrior characters, IMHO.

they're deliberately setting about punishing generalists - taking away the advantage that they might otherwise have that would serve to make either approach viable and instead setting it up so that specialist is the ONLY viable approach.


I don't understand what you base that on at all. Generalists can still max however many skills they want. Since they'll have to spread out their perks, they'll be a bit weaker skill against skill than the specialists - as they should be! Because they'd still have their advantage of versatility.
In the previous games this versatility made them overpowered and resulted in such ill-considered design decisions as monsters (almost) completely immune to magic, bosses that absolutely required the use of melee weapons, etc. Hopefully now such oversights won't happen because the devs won't assume that every player will have a master of all trades character.


If the problem in the past was that generalists could become more powerful than specialists, then the obvious solution is to rearrange the game balance so that, in the long run, generalists and specialists can become equally powerful - each relying on his advantages to compensate for his disadvantages.


Well, it looks to me that that's what they are doing and I don't understand why people assume differently.
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Russell Davies
 
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Post » Thu Feb 11, 2010 4:08 pm

its called replayabliltiy :P
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u gone see
 
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Post » Thu Feb 11, 2010 8:38 am

its called replayabliltiy :P


or limiting options, maybe I want to be a god amoung men?
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Thomas LEON
 
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Post » Thu Feb 11, 2010 5:15 am

I share your concern. However, I still can't make the decision of whether this is enough perks or not until we get more information through perk examples or the game releases.

^
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Neliel Kudoh
 
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Post » Thu Feb 11, 2010 1:50 pm

Yeah I think it'll be enough.
Will leave a lot of perks locked for me to experience on later playthroughs.
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Ross Thomas
 
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Post » Thu Feb 11, 2010 5:10 pm

I don't get the impression that the game is going to reward "crosscutting traditional character builds" at all. I get the distinct impression that it's going to punish them. That, as far as "jack of all trades" builds go, the focus is clearly on "master of none." NONE. Zero. Zip. You're screwed if you even try so don't dare even try.


I have the exact opposite impression.I believe that, in Skyrim, being a specialist in the classical sense (i.e aiming for a pure warrior/mage/assassin) will be much less effective than "crosscutting traditional character builds".

Why do I say that? First off, I observe that skills have become broader. A good example is the one-handed skill, which includes sword, axe and mace related perks. A crucial question at this point is: is there any significant difference between swords, axes, and maces? (for example, is a sword more effective for certain types of enemies while a mace is more suitable for others?). If the answer is no, then I'm better off being selective and picking only sword perks (for example).

And then, all the perk "slots" that I saved by ignoring axes and maces can be invested in something else. What about some destruction magic? Of course there will be a good amount of possibilities there. Let's just say though that I specialize in frost and fire spells (i.e. I choose all perks that enhance them and I ignore everything else). Again, I'll have saved some precious perk slots by being selective. Thanks to that, I can continue expanding my build; I can choose telekinesis-related perks but leave all other alteration perks untouched, and I can pick sneak perks that make me better at sneaking when unarmored but not when in light/heavy armor.

With a build like this, my male Dunmer (to mention a character I want to try) would be as good at one-handed swords as a warrior-oriented Dunmer who has foccused on mastering all one-handed weapons. He will also be as good at fire/frost spells as any mage Dunmer who has mastered all destruction spells and, furthermore, he will still be as good while sneaking unarmored as any assassin-type Dunmer that excels at sneaking (provided, of course, that my Dunmer and the others have the same skills).

This is the advantage of selective specialitzation in my opinion; you are as good as a classical specialist (at some very concret things) and yet your repertoire of abilities is much broader (much like a generalist)
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Miss K
 
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