Leveling up with less perks

Post » Sun Mar 06, 2011 3:15 pm

Why is it that when i level up i get the usual choice of picking my skill points but only get the choice of perks every two levels.. also why when it says 'Adding a skill point to intelligence will allow you to add more skill points when leveling up' When infact it gives me either 15 - 16 - 17 skill points each time... Is it me or does this game just generally feel like a step down from fallout 3 ...?
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Donald Richards
 
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Post » Sun Mar 06, 2011 2:54 am

I honestly wish they would have added an option to toggle a perk every level instead of 2, considering that most of the perks aren't really that useful.
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Khamaji Taylor
 
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Post » Sun Mar 06, 2011 5:53 am

Why is it that when i level up i get the usual choice of picking my skill points but only get the choice of perks every two levels.. also why when it says 'Adding a skill point to intelligence will allow you to add more skill points when leveling up' When infact it gives me either 15 - 16 - 17 skill points each time... Is it me or does this game just generally feel like a step down from fallout 3 ...?


the ability to pick a perk every two levels was intentional so youd be wise on picking your perks and to avoid becoming a god-liek character like you could in FO3. it really isnt a step down. id say its balanced
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Philip Rua
 
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Post » Sun Mar 06, 2011 11:10 am

I just think they wanted to make it harder because they got so much heat about Fallout 3 being too easy. Personally, I didn't feel that way but they're trying to make people happy, I guess.

I miss some of the extra perks I had in F3 but it's ok. I can play that too.
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Neko Jenny
 
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Post » Sun Mar 06, 2011 2:05 pm

Perks in my opinion are slightly overpowered and when you got to lvl 20 you would be a god. when you get them evey 2 lvls it makes the game more difficult.
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Neko Jenny
 
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Post » Sun Mar 06, 2011 1:35 am

Int gives you less skillpoints to make your skillpoint allocation mean more. Perk every second level is to make the perks mean more. Both to prevent über "everythingman" builds and to add replayvalue.

I wouldn't say it's a stepdown as it makes the choices in character progression have much bigger impact on how the game plays out - as well as making it much more interesting.
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Rinceoir
 
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Post » Sun Mar 06, 2011 2:21 am

Intelligence gives 0.5 skill points per level so with an odd intelligence score you will gain, for example, 13 skill points one level and then 14 the next.

Perks every other level was a balance decision to prevent the PC having too many perks.
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Jade
 
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Post » Sun Mar 06, 2011 3:21 am

I'm not sure what you're saying about Intelligence, didn't you list different numbers of skill points that you are able to distribute with different levels of intelligence? Also, the perk thing is intentional, and a very good thing. I kind of want it to be every 3 levels, honestly.
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Yvonne Gruening
 
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Post » Sun Mar 06, 2011 4:33 pm

I'm not sure what you're saying about Intelligence, didn't you list different numbers of skill points that you are able to distribute with different levels of intelligence? Also, the perk thing is intentional, and a very good thing. I kind of want it to be every 3 levels, honestly.


10 perks whole game? Only if they are twice more powerful.
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Breanna Van Dijk
 
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Post » Sun Mar 06, 2011 12:16 pm

Ok fair enough, I understand now but id of thought having five difficulties and a hardcoe mode would be enough. i just find it frustrating that im level thirty with a decent set of guns and armour.. yet when it comes to 'Quarry Junction' wich is home to atleast 15 baby deathclaws, 10 normal deathclaws, an alpha male and a mother.. i find my self dieing nearly instantly every time, even with the help of a companion.
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Amanda savory
 
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Post » Sun Mar 06, 2011 2:29 am

10 perks whole game? Only if they are twice more powerful.


In Fallout 1, 2 and Tactics you only got a perk once every 3 levels or 4 if you took the Skilled trait, and the perks there were about on a par with the perks in New Vegas and Fallout 3. So given your statement the perks in Fallout 3 should have been 1/3 as powerfull as they were.
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Your Mum
 
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Post » Sun Mar 06, 2011 7:30 am

Unlike FO3 where you could become "godlike" in FNV at level 30 you are still a human being, and deathclaws are still the greatest non-human hunter in the land. An expert hunter IRL can still be killed by a lion. But where a lion will die with a headshot, imagine that we had genetically engineered a badass predator. Something designed to hunt humans and survive a lot of punishment. That's a deathclaw. Unless you get lucky, or come in with some crazy weaponry/ammo, they are likely to whip your ass.
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no_excuse
 
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Post » Sun Mar 06, 2011 5:59 am

In Fallout 1, 2 and Tactics you only got a perk once every 3 levels or 4 if you took the Skilled trait, and the perks there were about on a par with the perks in New Vegas and Fallout 3. So given your statement the perks in Fallout 3 should have been 1/3 as powerfull as they were.


Or maybe enemies and quests more challenging? So we actually are sometimes in danger of dying? :-)
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josie treuberg
 
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Post » Sun Mar 06, 2011 1:34 am

There's a mod for perks every level. newvegasnexus.com.
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Cool Man Sam
 
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Post » Sun Mar 06, 2011 6:15 am

It's a step up from Fallout 3

Way, way, way up.
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Shaylee Shaw
 
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Post » Sun Mar 06, 2011 6:58 am

It is reasonable, considering they removed the majority of FO3's SP raising perks, and those were with every level capped at 20, or 30 with DLC. It was always known, I think, they were reassessing the levelling agenda.

There are many reasons, for example they removed the +SP magazines to remove the 100SP "god" character, but you could probably reach this in NV with the level 30 cap so long as the +SP perks still existed this still gave them the problem. Moving to NV, we discovered they were removed too.

Ignoring PC NV, because of console commands and mods, the consoles would have a horrible choice of perks at every level from 1-30, I struggle and I am at 19, due to this reduction in perk count.

So all in all, INT was revised, +SP perks removed, and the perk count increased to one every second level to combat 100SP characters.

It is their attempt to create unique character formats, and probably an attempt at making you replay the game more.

Reno
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Ebou Suso
 
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Post » Sun Mar 06, 2011 3:45 pm

Perks in my opinion are slightly overpowered and when you got to lvl 20 you would be a god. when you get them evey 2 lvls it makes the game more difficult.


I don't mind getting them every other level. I just wish there was an option to NOT pick a perk and save your choice for a later level since you get half as many perks.
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Russell Davies
 
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Post » Sun Mar 06, 2011 2:52 am

I didn't mind the wait to get a perk until I got to about 20th level and realized that the endgame perks were super-weak... Only one perk with level requirements at level 24, 26, and 28...? Why not give a few more options? If they needed help coming up with some they could have asked the community (they are still using Grim Reaper Sprint which came from a community contest before FO3). Right off the top of my head, I'd like to have seen more perks related to the NEW game features... More perks that improved your workbench/campfire recipes, or unlocked additional options at the reload stations, would have been nice. Too many of those options were related to SCIENCE or MEDICINE to be fun for other RPers... I have my repair skill at 95 and my Gun skill at 100, yet I can only make weapon repair kits (that's it!) at the workbench, and don't have access to more that 50% of the ammo station recipes...
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CYCO JO-NATE
 
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Post » Sun Mar 06, 2011 1:39 pm

I really hope they add in the Skilled trait and a bunch of high-level perks with a DLC.
The list is kinda lacking really.
For Energy Weapons there were like 1 perk useful for me since I don't like using plasma weapons.
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YO MAma
 
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Post » Sun Mar 06, 2011 1:45 am

I honestly wish they would have added an option to toggle a perk every level instead of 2, considering that most of the perks aren't really that useful.


Agreed - they're were just a fun thing to look forward to in FO3. Mods for PC to the rescue...

Unlike FO3 where you could become "godlike" in FNV at level 30 you are still a human being, and deathclaws are still the greatest non-human hunter in the land. An expert hunter IRL can still be killed by a lion. But where a lion will die with a headshot, imagine that we had genetically engineered a badass predator. Something designed to hunt humans and survive a lot of punishment. That's a deathclaw. Unless you get lucky, or come in with some crazy weaponry/ammo, they are likely to whip your ass.


Its not real life. It doesn't resemble real life in any way shape or form. Give me the option to be a god if I wish (the same as toggling hardcoe if you wish to die from lack of sleep :rolleyes:)
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Sebrina Johnstone
 
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Post » Sun Mar 06, 2011 12:29 pm

You know, by the time you're level 24-30 you're pretty much a demi-god regardless. :toughninja:
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Charles Weber
 
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Post » Sun Mar 06, 2011 4:09 pm

not enough perks? i'm STILL maxing intense training now because i've got perks coming out of my earholes.
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Sarah Knight
 
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Post » Sun Mar 06, 2011 8:03 am

perks are independent, you can have comprehension and the professional, but that doesn't mean you are twice as good as somebody with only the professional, in a fight.
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Marcin Tomkow
 
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Post » Sun Mar 06, 2011 8:31 am

I have mixed feelings about the adjusted perk rate. On one hand, yes, it does somewhat stifle the god characters. But on the other hand it's also annoying as hell when you take a perk that's supposed to be highly useful but in reality is about as useful as a screen door on a submarine. My first playthrough was on the default perk rate, my second on FO3's perk rate, and I must say the game's more fun when I don't have to worry so damn much about taking a dud perk that doesn't do what the box says. Having FO3's perk rate lets me take perks just for the hell of taking them, or just to see what they do, and not worry about it completely screwing my character in the end. Most of the perks are for players who use VATS and EW/explosives/melee builds anyways, so most of the perks are useless to a free-aim gun nut like myself regardless of perk rate.
Unlike FO3 where you could become "godlike" in FNV at level 30 you are still a human being, and deathclaws are still the greatest non-human hunter in the land. An expert hunter IRL can still be killed by a lion. But where a lion will die with a headshot, imagine that we had genetically engineered a badass predator. Something designed to hunt humans and survive a lot of punishment. That's a deathclaw. Unless you get lucky, or come in with some crazy weaponry/ammo, they are likely to whip your ass.



Hardly. All you need is to dose yourself on some Steady if you lack enough Guns skill, grab an AMR and headshot till the brahmin come home. Bringing deathclaw down isn't rocket science, it's simply a matter of getting the ~8,000 caps you need to buy the right gun and bullets, in perfect condition no less, from Gun Runners. That on it's own isn't hard at all to do either, I usually have that much laying around well before they actually start selling those things.

It's kinda like F1. Spend more? Win more. Spend less? Get pwned.
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Brentleah Jeffs
 
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Post » Sun Mar 06, 2011 12:52 pm

I expected this, though more of a perk per 3 level rather than two, seeing this is made from the remnant of the makers of Fallout 1 and 2. The way it handles the perk system in Fallout 3, it cheapen the very aspect of the perk system. Every level, just grab one without really thinking much and many handful of those perk are just usually +5 skill. At least in New Vegas, it is handle on the ideal that ya have to choose a perk that would usually represent ya toon and his/her own build.
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Kellymarie Heppell
 
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