New Perk Tree

Post » Mon Jun 11, 2012 8:58 am

So for this topic i thought of a new perk tree that wont deal with skills but attributes to your own character. One thing that bugged me about Skyrim is that all the perks are related to skills, which is cool, but unlike Fallout there arent many passive perks that dont deal directly with a skill (like Extra Pockets). So this new Perk Tree will also help bring back lost skills like Athletics, and Acrobatics. so there could be perks like, sprint speed increased by 15%, or your jump height is increased by 20%. just a thought leave comments on what you think. :)
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jessica breen
 
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Post » Mon Jun 11, 2012 3:55 am

Add a new perk tree, your existing high level characters can't take advantage. Patch it to give 1% or so increase to speed and jump height/distance, for each stamina level up taken, and your pre-levelled stamina heavy rogue gets the advantages. Off topic, but on the same subject, no jumping while sprinting? Very odd.
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michael flanigan
 
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Post » Sun Jun 10, 2012 5:50 pm

Actually a nice thought.

Though, I don't like the idea of using perk points on such attributes. Instead, I think it should be incorporated somehow else. Like, the more you run, the faster you get, eventually.
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Jason Rice
 
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Post » Mon Jun 11, 2012 4:44 am

i am sorry to say that all of the atributes were taken out.

all you have is Magika health and stamina.

they did that so that they could focus on perks. sorry
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Bethany Short
 
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Post » Sun Jun 10, 2012 8:17 pm

Add a new perk tree, your existing high level characters can't take advantage. Patch it to give 1% or so increase to speed and jump height/distance, for each stamina level up taken, and your pre-levelled stamina heavy rogue gets the advantages. Off topic, but on the same subject, no jumping while sprinting? Very odd.

Or add it and allow a way to reset perks.
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Laura Elizabeth
 
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Post » Mon Jun 11, 2012 5:17 am

They made some pretty major design errors by gutting attributes and lamely trying to use perks as a poor-man's substitute for attributable impacts.

They should have let attributes handle what an atributes system does better (interskill effects, strength, jumping, speed, balance, carry weight, etc) and focused on using perks on things a perk system does better (unlocking new skills and abilities (like zoom and slow time for archery)).

Moreover, perk trees that lined up with the major arributes would have made much more sense. Having heavenly bodies named for major human traits like strength, intelligence, willpower, luck, etc.....would have made sense as opposed to having heavenly bodies named for sticking hands in pockets or holding sticks with one or two hands :shakehead: .
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Ria dell
 
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Post » Mon Jun 11, 2012 1:22 am

Sounds good to me.

By the way, where are all those people who used to say "There'll be perks for that," when others were concerned that without attributes we wouldn't be able to change player speed and jump height??? Where are you?? I said, "But aren't perks tied to a skill?"

And they said, "I'm sure there will be some misc. perks.."
Yeah....
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Josh Sabatini
 
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Post » Sun Jun 10, 2012 9:10 pm

Attacking while jumping. Anyone else miss the drop and chop?

Limited attacking in water. Slaughterfish are an effing nuisance.

Increase jump height.

Jumping when sprinting.

Increase running speed.

Increased breathing underwater.

higher critical chance.

Better sneak critical damage.

Etc etc.
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Alba Casas
 
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Post » Mon Jun 11, 2012 9:20 am

(( I prefer the way they have it now, Oblivion was clunky and frustrating. Especially the jump / sprint stuff. I agree being able to dive whilst sprinting, sure but not jumping. Pulling off a full jump at full sprint is harder than you think and often results in torn ligaments. As for the lack of underwater fighting, that's fine too. Go, try and swing a sword underwater.... OK you back? See..!? OK good. ))
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Marina Leigh
 
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Post » Mon Jun 11, 2012 12:47 am

(( I prefer the way they have it now, Oblivion was clunky and frustrating. Especially the jump / sprint stuff. I agree being able to dive whilst sprinting, sure but not jumping. Pulling off a full jump at full sprint is harder than you think and often results in torn ligaments. As for the lack of underwater fighting, that's fine too. Go, try and swing a sword underwater.... OK you back? See..!? OK good. ))
You did see the limited part of the underwater fighting comment right? And who said swinging a sword? Stabbing is much more effective in water.
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Ann Church
 
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Post » Sun Jun 10, 2012 9:03 pm

... no. I think we have all had enough of athletics tree... bad memories of jumping every where.

not to mention i doubt that the character could even jump as high as he does with all that armor and other stuff he is carrying, maybe a vampire and werewolf tree, nothing else is needed at this point as far as skill trees.
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Nathan Barker
 
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Post » Mon Jun 11, 2012 8:30 am

There are a few pasive perks you can get. I'm sure the wiki lists many more than I know. I have the Sailor one and the Agent of Mara, so they are in the game.... maybe DLC will expand upon them...
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Facebook me
 
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Post » Mon Jun 11, 2012 5:12 am

You did see the limited part of the underwater fighting comment right? And who said swinging a sword? Stabbing is much more effective in water.

(( Regardless, put on a full set of armour, dive in and then walk out? No, fine then don't expect to fight underwater either! ))
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Tai Scott
 
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Post » Mon Jun 11, 2012 7:12 am

(( Regardless, put on a full set of armour, dive in and then walk out? No, fine then don't expect to fight underwater either! ))

What's with the parantheses? (()) are you whispering or something?
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Kristina Campbell
 
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Post » Sun Jun 10, 2012 7:22 pm

Movement speed has too much impact on gameplay, you become virtually untouchable once you get to a certain speed. Unless the difference in speed is scaled down a lot it easily becomes an all-purpose, overpowered attribute.
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Farrah Barry
 
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Post » Sun Jun 10, 2012 8:37 pm

No need to get fixated on some quirks on previous designs of speed and jumping when looking to rationalize Bethesda's current poor design.... There are plenty of ways Beth could have made a much more immersive and interactive development system. They had an opportunity to make a game-genre-changing character system and they decided to go with a lame system that is, in some respects, worse than previous games. The addition of perks is good but the gutting of attributes trashes the whole thing. They took one step forward and a dozen steps back.


Attacking while jumping. Anyone else miss the drop and chop?

Limited attacking in water. Slaughterfish are an effing nuisance.
Increase jump height.
Jumping when sprinting.
Increase running speed.
Increased breathing underwater.
higher critical chance.
Better sneak critical damage.
Etc etc.
Some of these (attacking in water, jumping while sprinting) would have made neat perks in a reorganized perk system. The others may have been better as natural variations in an attribute system....ie more endurance better holding breath underwater, higher sneak/blade plus higher attributes impacting sneak/blade leads to higher chance of sneak critical damage...
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Cedric Pearson
 
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Post » Sun Jun 10, 2012 7:07 pm

Add a new perk tree, your existing high level characters can't take advantage.
Aha! But why do you suppose your character maxes out at the rather arbitrary number of 81? Expect to see the level cap raised to 101 in future DLC or expansions. New perks will be perfectly feasible.
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Erika Ellsworth
 
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Post » Mon Jun 11, 2012 1:42 am

So for this topic i thought of a new perk tree that wont deal with skills but attributes to your own character. One thing that bugged me about Skyrim is that all the perks are related to skills, which is cool, but unlike Fallout there arent many passive perks that dont deal directly with a skill (like Extra Pockets). So this new Perk Tree will also help bring back lost skills like Athletics, and Acrobatics. so there could be perks like, sprint speed increased by 15%, or your jump height is increased by 20%. just a thought leave comments on what you think. :smile:

Easy way to do it, put in a General Perk tree. Divide it into 3 branches, Stamina, Magicka, and Health. Put the Acrobatics/Atheletics Perks in Stamina. Put mitigation and survivability Perks in Health. Put magicka damage scaling, modifiers, and magicka costs under Magicka. General Perk tree does not share Perk points with anything else so every level you are able to pick something that advances that is more specialized in terms of attributes than just +10 Health, Stamina or Magicka.
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naana
 
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Post » Mon Jun 11, 2012 2:34 am

Aha! But why do you suppose your character maxes out at the rather arbitrary number of 81? Expect to see the level cap raised to 101 in future DLC or expansions. New perks will be perfectly feasible.
The level cap wasn't planned, it's just the point at which all your skills are 100. A raise in cap means new skills, which would have many drooling at the mouth, but let's face it, is very unlikely.
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Scott Clemmons
 
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Post » Mon Jun 11, 2012 5:09 am

The level cap wasn't planned, it's just the point at which all your skills are 100. A raise in cap means new skills, which would have many drooling at the mouth, but let's face it, is very unlikely.

There should be no hard cap. Instead it should be a soft cap. Past 100 skill, skills would take progressively longer to level up. This makes more sense for such an open game that scales the way it does than to impose hard caps when you can reach these caps in progression WELL before you have completed an nth of the content. This leaves you bored and unsatisfied that progression in character (or itemization) has stopped. That is Skyrim's LEAST appealing feature that can be corrected quite easily. Allow NPCs to continually scale, all itemization to continually scale, allow player progression to continually scale - now magically people have something to do. Generally that is always the kiss of death for an RPG, when the player reaches the end of the progression path. You take any RPG out there on the market, particularly MMORPGs as the effects are easier to gauge, and you will see that players lose interest and stop when content or progression stops. If there is always something to look forward to, this is a MUCH better approach.
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Adam
 
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Post » Sun Jun 10, 2012 11:46 pm

There should be no hard cap. Instead it should be a soft cap. Past 100 skill, skills would take progressively longer to level up. This makes more sense for such an open game that scales the way it does than to impose hard caps when you can reach these caps in progression WELL before you have completed an nth of the content. This leaves you bored and unsatisfied that progression in character (or itemization) has stopped. That is Skyrim's LEAST appealing feature that can be corrected quite easily. Allow NPCs to continually scale, all itemization to continually scale, allow player progression to continually scale - now magically people have something to do. Generally that is always the kiss of death for an RPG, when the player reaches the end of the progression path. You take any RPG out there on the market, particularly MMORPGs as the effects are easier to gauge, and you will see that players lose interest and stop when content or progression stops. If there is always something to look forward to, this is a MUCH better approach.
I totally agree with you
For me the problem is that I play on console
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Kaley X
 
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