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3 perk points per level


Roarinzero

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I think the real heart of the issue here is that leveling itself is a fair bit lopsided.

 

Early on you are severely feeling the limitations of too few perks between all the things you need to raise in order to progress through the game. Meanwhile you are also more desperate for just about any form of exp you can get your hands on. Then somewhere around level 40, everything shifts the complete opposite way; you are putting perks into things you really don't need, but which boosts extra stuff, like weapon bashing or critical banker, meanwhile you are gaining levels fairly quickly so you end up spending even more perk points in moderately useless things. All of this made worse by the mean level (the point where spawns are no longer limited by level) being somewhere around 35. This becomes a problem because it means you cannot easily adjust the learning curve to be easier at lower levels, harder at higher ones without having the potential of leading the player to a point where they don't have much in terms of equipment, but are now facing much more difficult opponents.More perk points, or even just more perk points at the start really doesn't solve for this problem either.

 

The best solution is really for a mod which migrates most of the building perks out of the perk tree to either be given from quest milestones, or outright. Then have other perks in those open places which focus on other elements, such as combat, looting, abilities, ect.

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Bethesda actually did the reverse of this with FO3: started with a low level cap that made it impossible to max everything. But then with each DLC released, the level cap was raised. Probably they will be adding quite a few more Perks to salivate over with each DLC, making for a longer period of Guns Versus Butter decision-making before Absolute Perfection approaches.

Which is (in my opinion) a terrible, terrible design. You effectively lock part of content behind worst wall of all: the time wall. In vanilla FO4, to check out how every perk effects gameplay one would need to sink countless hours into either grinding to level hundred or somehting, or sink countless hours into restarting game with different builds. And simply by creating a mod that gives multiple perk points per level you significantly reduce that, giving people with less time access to all the content while preserving (while diminished) the progression feeling (as opposed to "give all perks" mods or console commands).

 

Anyone stating anything along "this is OP" has me flabbergasted. How can anything in single player game be OP?

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Which is (in my opinion) a terrible, terrible design. You effectively lock part of content behind worst wall of all: the time wall. In vanilla FO4, to check out how every perk effects gameplay one would need to sink countless hours into either grinding to level hundred or somehting, or sink countless hours into restarting game with different builds. And simply by creating a mod that gives multiple perk points per level you significantly reduce that, giving people with less time access to all the content while preserving (while diminished) the progression feeling (as opposed to "give all perks" mods or console commands).

 

Anyone stating anything along "this is OP" has me flabbergasted. How can anything in single player game be OP?

One of the features of what I consider a "good" game is replayability. That is, having played through once, is there still enough still yet to be seen and experienced that I am motivated to go back in for a second, third, fourth, etc. playthrough to warrant the expenditure of time? Unlike FO1 and FO2, FO3 had me coming back at least a dozen times -- and I was still finding stuff that I had never encountered before. Skyrim was the same way, and I expect as much from FO4.

 

I really don't like the approach of "One and done."

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I Feel at the start of the game you should be able to 'tag' a set of three perks to start you off just like how you used to 'tag' you three primary skills.

 

This current system is really making me miss the skills system; perks were supposed to be additional bonus's not the main factor! which is more than likely why the system is so twisted.

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Given how heavy-handed they were on the character's backstory -- he was a soldier recently back from the fighting in Alaska while she was a lawyer just coming back from maternity leave -- it seems like Bethesda would be dictating just what your tagged Perks would be.

Edited by CaptainPatch
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Bethesda actually did the reverse of this with FO3: started with a low level cap that made it impossible to max everything. But then with each DLC released, the level cap was raised. Probably they will be adding quite a few more Perks to salivate over with each DLC, making for a longer period of Guns Versus Butter decision-making before Absolute Perfection approaches.

 

Given that we start with a minimum number of SPECIAL points -- @28? Something like that -- I wouldn't mind if they set it so that there would be an absolute max of SPECIAL points that would be somewhat less than the 70 point max. 56 maybe. Some Attributes would hit 10, but not all of them.

 

Maybe I'm misremembering, but didn't F3 only go to 20 and then we had to wait for Broken Steel to raise the cap to 30, and that was all the further the level went without counting mods? I do remmeber that Fallout New Vegas on the other hand did have the 4 main DLCs reach raise the level cap 5 more levels from the original game's level cap of 30.

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