Will 50 perks be enough?

Post » Thu Feb 11, 2010 4:26 pm

Yeah my assurance is based on my opinion but baseless?
1) crafting in fallout 3 did not allow you to build more powerful weapons than were found elsewhere in the game.
2) it makes no sense that the player would be able to craft anything more powerful than {insert godly artifact name here)
3)Why would Bethesda base smithing on enchanting in this respect? Enchanted items were few and far between in MW and OB and the powerful ones were down right rare. It makes sense that you could create a more powerful enchantment than that found in the game. Weapons and armor on the other hand can be found everywhere and to be able to negate it all by making better weapons and armor than that forged by Deadric princes is just too much.

I certainly hope that Bethesda doesn't cheapen the games standard armor and weapons with smithable uber gear. I don't believe they will.


From what you're saying it seems like you have made an assumption about how I think enchanted armor should be ridiculously powerful, which I do not.

As an example my post from the Armor Pieces thread:
"Morrowwind style with armor layered over clothing, cloaks/robes layered over armor.

To balance enchanted items, rather than weakening/reducing enchantment strength on worn items, make different worn items have more specific applicable enchantments.

For instance, hats and helmets would be able to be enchanted with mental/social buffs & abilities, but not direct stealth or combat related effects like heightened speed, strength, HP, stamina, etc.
Chest pieces could have a defensive enchantment selection, including Health/Stamina boosts & damage resist/reflect.
Shoulders, arms & hands would give combat/spellcasting bonuses & effects. Hands could get pickpocket/lockping/crafting bonuses as well.
Cloaks, robes & necklaces would have a wide array of non combat options.
The exception to this would be rings, which could be enchanted to do anything, including attack spells like fireball.

Essentially give different worn items enchantment themes. Just have to be sensible about it."

Did I once mention each item having tons of effects, or making them "uber" powerful? No.
Nor have I in this thread. You can double check the post in that thread.
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jessica sonny
 
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Post » Thu Feb 11, 2010 2:44 pm

From what you're saying it seems like you have made an assumption about how I think enchanted armor should be ridiculously powerful, which I do not.

As an example my post from the Armor Pieces thread:
"Morrowwind style with armor layered over clothing, cloaks/robes layered over armor.

To balance enchanted items, rather than weakening/reducing enchantment strength on worn items, make different worn items have more specific applicable enchantments.

For instance, hats and helmets would be able to be enchanted with mental/social buffs & abilities, but not direct stealth or combat related effects like heightened speed, strength, HP, stamina, etc.
Chest pieces could have a defensive enchantment selection, including Health/Stamina boosts & damage resist/reflect.
Shoulders, arms & hands would give combat/spellcasting bonuses & effects. Hands could get pickpocket/lockping/crafting bonuses as well.
Cloaks, robes & necklaces would have a wide array of non combat options.
The exception to this would be rings, which could be enchanted to do anything, including attack spells like fireball.

Essentially give different worn items enchantment themes. Just have to be sensible about it."

Did I once mention each item having tons of effects, or making them "uber" powerful? No.
Nor have I in this thread. You can double check the post in that thread.

That's a nice system i like that.

now about what you said.

Any perks attached to Smithing, Alchemy, or Enchantment (which it's already been stated that all skills will have 12-20 perks) will force players to choose between good gear or a good character.

...and I said that yes that would be the case assuming that all of the best gear came from those crafts and I don't believe they will.
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Deon Knight
 
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Post » Thu Feb 11, 2010 9:52 am

It's convenient to the argument that is misconstruing information. Thankfully we have the VP of marketing at Bethesda taking his time to pass on the clarification we need. He's been clarifying info from day one and continues to this day. Pete is one of Bethesda's top brass, I trust his words as much as Todd's because they are tight. They aren't just conference call colleagues you know, they're in the same building and Pete is an avid gamer...yeah, they've talked one or twice.

nope you can keep getting perks my cousin was at the demo and tom expained it that you could
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Max Van Morrison
 
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Post » Thu Feb 11, 2010 9:39 am

50 perks seems fine, the ones we've seen so far are nice.

Also they are capped at 50, so no more characters who can be max at all Skill Trees like Oblivion/Morrowind.
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Calum Campbell
 
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Post » Thu Feb 11, 2010 1:34 pm

Well I think it's enough.

Look, in the One-Handed skill, there's the sword, mace and axe perk. but I'll only take one since I specialize (or two if I dual weild two different weapons). I'm pretty sure a lot of other skills will be like that, where you'll only take 1 or 2 categories.

If anything, I think we might get quite a lot of varied characters this way, either varied in the same focus (example: melee combat), or varied across multiple schools (example: a guy who weild only longswords, uses only flame spells, etc....)

So yeah, that's also good for the RP side, since it will encourage you to stick with the style you wanted your character to have
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emily grieve
 
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Post » Thu Feb 11, 2010 12:47 pm

Should be interesting, makes perks alot more important me thinks.
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victoria gillis
 
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Post » Thu Feb 11, 2010 11:32 pm

nope you can keep getting perks my cousin was at the demo and tom expained it that you could

:lmao:
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Pumpkin
 
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Post » Thu Feb 11, 2010 8:11 pm

You're not limited to 50 perks, you can level past 50 and gain more perks it just will take a greater amount of time then it did to get to 50.

lv 50 is the soft cap after the soft cap you will no longer gain perks
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WYatt REed
 
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Post » Thu Feb 11, 2010 6:53 pm

50 perks? mmm

It doesn't sound like many, but it could be enough.
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Melissa De Thomasis
 
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Post » Thu Feb 11, 2010 10:47 am

I dont think you're supposed to "master" everything within a skill. I think they use skill perks to further specify your character. Say you're leveling up 1 handed, you then then specify if you use maxes or swords through perks, which I actually like.

What I fear is that they've put way way too much on the perk's shoulder. It's a new system to the series, and it seems everything pretty much relies on em. WHen they first announced em I was happy because i thought they'd be antoher enhancement to the series, but instead it seems like a replacement.
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Thema
 
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