Skyrim's perks and perk tree designs are just really, really

Post » Thu Jun 07, 2012 1:32 pm

It makes sense to you...

You pick Light Armor so you can run faster, move quieter, but can't take as much damage.

You pick Heavy Armor so you can take much more damage, but you can't run faster or move quieter.

I take a Perk in Heavy Armor that makes Heavy Armor Weightless, so I can run fine and not be burdened.

What's the point of ever picking Light Armor if I can make Heavy Armor just as light as Light Armor with the same, or better, protection?
WINDWALKER OF COURSE IF YOU HAVE ENCHANTMENT HIGH ENOUGH THAT DOESN'T REALLY MATTER.
User avatar
Eve(G)
 
Posts: 3546
Joined: Tue Oct 23, 2007 11:45 am

Post » Thu Jun 07, 2012 12:18 pm

While I liked Bethesda using perks in fallout 3 (it suited that genre), it really doesn`t suit a game like Skyrim

Perk is too modren, too gamey and it actually takes away from the `ye olde fashion` feel of pseudo fantasy medieval games.

Perks should simply be called skills or traits...

So...... what they do is fine, but the word they use to label them is the problem? :ermm:

That's remarkably silly.

Whether you call them Feats, Perks, Skills, Traits, or Armothetries?, the function hasn't changed.

-------

Perks don't work because they don't belong in TES. Perks belong in Fallout. TES needs to get back to major and minor skills and birthsigns and attributes and all the things they removed so they could just steal crap from Fallout 3 and simplify their job instead of actually making things in TES work.

Perks and Perk trees do not belong in TES.

Better hurry up quick and remove those Perks from Oblivion then. (Gee, that was before Fallout 3 wasn't it?)

------

General concepts - I have no problems with a later perk obsoleting an earlier one.

For one, the journey matters too - it's not all just about the destination. Just because your level 10 perk isn't useful now that you got your level 50 perk... you still used the earlier one for a part of your character's lifetime. It served a purpose. (Just like the Steel sword you used and eventually replaced served a purpose. It wasn't made pointless by the fact you now have a Glass sword.)
User avatar
Samantha Pattison
 
Posts: 3407
Joined: Sat Oct 28, 2006 8:19 pm

Post » Thu Jun 07, 2012 9:02 am

Perks in oblivion, you must be talking about how when your skill gets to one of like 3 levels you get told your an apprentice, or master and get one extra move to go with it? Doesnt seem anything like fallout perks. Your sword skill got better the higher it got, the more damage you did, the more you hit, you ddnt have to choose anything, it was all built into the skill.
User avatar
Lauren Dale
 
Posts: 3491
Joined: Tue Jul 04, 2006 8:57 am

Post » Thu Jun 07, 2012 10:41 am

I'm with the OP on this one. I like the idea of perks, but I don't like the implementation very much. It's just kind of clunky and hacked-together and just floats around in a void. Perks are essentially 'tricks' that one can learn when the player has achieved a certain level of mastery in a skill, they shouldn't replace basic stats (+20% damage etc.). I'm okay with a perk that allows you to shield bash, or disarm an enemy, or dual-wield because those are 'extras', they're tricks that warriors learn that are not based on simple stats.

Personally, I think they should have tied perk trees to faction quests so that you have to join guilds and learn perks from a trainer. That way you could do things like have different schools of magic that teach their wizards different spells and different fighters guilds that teach different fighting styles (shield, dual-wielding, archery, hand-to-hand, etc.). Example: a school that teaches stealth-oriented spells (Open, Muffle, Chameleon, etc.) In order to get the Open spells, you have to spend a perk (just one) to unlock that specific group of spells (Open Novice, Open Apprentice, etc.). That way, not every spell-caster would have access to the same spells. A mage should be able to devote their entire career to magic, of course, and learn every spell type, but only at the expense of learning other skills. Another example would be crafting: the player would actually have to learn how to craft Orcish, for example, at the feet of a master. They wouldn't necessarily need to learn how to work other metals first, they just need a high enough skill level. I think perks only work for skills if they unlock new abilities. They don't really work very well as buffs because they make the skill itself somewhat redundant.

I'd also like to have the option of taking 'character perks' when I create my character like the ones in FO.

When I first heard that Skyrim was going to have perks, I had hoped that they would implement something similar to the suggestion posted above . Personally, I think perks should be more like abilities you might learn from reading some technique in a book, or studying from a master, or perhaps an ability given to you by the divines / daedra after doing their bidding. What we ended up with is a perk system that all but replaces the organic leveling system of 'getting better with practice'.

I think Bethesda does a wonderful job of creating an engaging world to interact with. I just think that they need to ditch this whole philsophy of 'building from the ground up' with each new title in the series. Every time they try to implement new mechanics or ideas in an attempt to fix whatever was broken before, they tend to introduce some other broken mechanic / idea (or they just cut it altogether). IMO, they really need to pick a formula and stick with it, then refine that formula between each new game.
User avatar
Samantha hulme
 
Posts: 3373
Joined: Wed Jun 21, 2006 4:22 pm

Post » Thu Jun 07, 2012 9:30 am

They just need to stop the "revolution" instead of Evolution when it comes to gameplay and mechanics.
User avatar
Sian Ennis
 
Posts: 3362
Joined: Wed Nov 08, 2006 11:46 am

Post » Thu Jun 07, 2012 5:35 am

They just need to stop the "revolution" instead of Evolution when it comes to gameplay and mechanics.

Not sure if I follow your meaning. Is that to say that Beth should stop trying to revolutionize the gaming industry in general, and focus on evolving TES, or did I completely misinterpret that?
User avatar
Eddie Howe
 
Posts: 3448
Joined: Sat Jun 30, 2007 6:06 am

Post » Thu Jun 07, 2012 10:29 am

no it means instead of scrapping and starting over with every game with completely new concepts and mechanics they should just evolve what they have to make it better. Alot of stuff from there previous games that didn't quite work but where promising where simple dumped and replaced with something even more broken in the next title. Plus I'd hardly call what they are doing as "revolutionizing" since it the same crap as they've always produced only getting less and less complex and more and more streamlined.
User avatar
Hussnein Amin
 
Posts: 3557
Joined: Sun Aug 05, 2007 2:15 am

Post » Thu Jun 07, 2012 12:05 am

I have to say that I agree somewhat. It seems that every time we get a new Elder Scrolls title, more and more has been stripped away. To me "we want to build a whole new game every time" is starting to feel like an excuse more than an actual reason. A way to hide that their definition of a sequel involves addressing everyone's complaints by removing them from the game outright and never replacing them with something meaningful.

I like the idea of skill perks, but they are nothing more than a smoke-and-mirrors attempt to hide that Attributes were replaced with nothing. As many have stated, Oblivion had skill perks, as well. This is a mild expansion on something that the previous title had, with a bunch of pretty lights tossed into your face to try and hide that little to no thought actually went into the mechanic.
User avatar
Ebony Lawson
 
Posts: 3504
Joined: Fri Feb 16, 2007 11:00 am

Post » Thu Jun 07, 2012 9:40 am

I'd also like to have the option of taking 'character perks' when I create my character like the ones in FO.

Those are called Traits and are already in TES in the form of Birthsigns.
User avatar
brian adkins
 
Posts: 3452
Joined: Mon Oct 01, 2007 8:51 am

Post » Thu Jun 07, 2012 1:46 pm

no it means instead of scrapping and starting over with every game with completely new concepts and mechanics they should just evolve what they have to make it better. Alot of stuff from there previous games that didn't quite work but where promising where simple dumped and replaced with something even more broken in the next title.

Ah, okay. You were simply agreeing with my sentiments regarding one of their main design philosophies, then.
User avatar
Steven Nicholson
 
Posts: 3468
Joined: Mon Jun 18, 2007 1:24 pm

Post » Thu Jun 07, 2012 1:00 pm

I agree with the above desires for simply improving on what we have rather than "starting fresh" and cutting things left and right. My precious reputation system, I miss thee as the tides miss the moon and a rose the sun. :cryvaultboy:
User avatar
Neko Jenny
 
Posts: 3409
Joined: Thu Jun 22, 2006 4:29 am

Post » Thu Jun 07, 2012 1:40 am

Those are called Traits and are already in TES in the form of Birthsigns.

They were in birthsigns. Now they're standing stones...which kind of ruins roleplaying.
User avatar
RUby DIaz
 
Posts: 3383
Joined: Wed Nov 29, 2006 8:18 am

Post » Thu Jun 07, 2012 3:19 am

Uh, serious question? It's called choice in an RPG. What is this, World of Warcraft? Why are you insinuating people min/max in a single player rpg? Its called rp and choice. There doesn't have no always be a point to choice; the fact that there is a choice is the point.
I swear, it's like all the fans of this series suddenly turned into CoD/WoW fans.

To be perfectly fair those are exactly the kind of fans Bethesda was catering to during the development of Skyrim and that's the reason for all the streamlining/simplification/"dumbing down"(if you want to use that term) changing of the tried and true system of the past games that made alot of the fans of the previous games upset. So in a way you're right, a lot of the fans of the series are CoD/WoW fans now. Although I don't know if that's a good thing. :biggrin:
User avatar
JLG
 
Posts: 3364
Joined: Fri Oct 19, 2007 7:42 pm

Post » Thu Jun 07, 2012 4:10 am

I have to say that I agree somewhat. It seems that every time we get a new Elder Scrolls title, more and more has been stripped away. To me "we want to build a whole new game every time" is starting to feel like an excuse more than an actual reason. A way to hide that their definition of a sequel involves addressing everyone's complaints by removing them from the game outright and never replacing them with something meaningful.

I like the idea of skill perks, but they are nothing more than a smoke-and-mirrors attempt to hide that Attributes were replaced with nothing. As many have stated, Oblivion had skill perks, as well. This is a mild expansion on something that the previous title had, with a bunch of pretty lights tossed into your face to try and hide that little to no thought actually went into the mechanic.

I agree completely. I think they ought to go back and reexamine the mechanics of Daggerfall for a foundation to build from, then start refining the system from there.
User avatar
Cash n Class
 
Posts: 3430
Joined: Wed Jun 28, 2006 10:01 am

Post » Thu Jun 07, 2012 9:49 am

People want choices, but then complain they don't like the choices when they pick perks.

Good one. I lol'ed hard.
User avatar
Enny Labinjo
 
Posts: 3480
Joined: Tue Aug 01, 2006 3:04 pm

Post » Thu Jun 07, 2012 5:05 am

Well to be fair, it's not really Sophie's Choice is it? If you hit enemies with a stick, pick perks that increase the stick damage.

Though you do make an interesting point - if all these "filler" damage perks didn't exist, there would be next to no permanence to the character whatsoever.
User avatar
evelina c
 
Posts: 3377
Joined: Tue Dec 19, 2006 4:28 pm

Post » Thu Jun 07, 2012 1:24 am

I agree completely. I think they ought to go back and reexamine the mechanics of Daggerfall for a foundation to build from, then start refining the system from there.
I highly agree. Daggerfall had a nice base for the claimed "ultimate open-ended fantasy RPG", just never had the proper funding. Character leveling mechanics, character creation, a reputation system, faction mechanics, plot involvement, and proper world scope and believability were all best done in Daggerfall, in my opinion, and as such I'd like to Daggerfall's design choices and philosophy backing future TES iterations. It'll never happen, but I'd love to see it.
User avatar
Eric Hayes
 
Posts: 3392
Joined: Mon Oct 29, 2007 1:57 am

Post » Thu Jun 07, 2012 9:45 am

I really like most skill trees and perks. A lot of those trees remain empty, because they don't fit my character. Others will never be completely filled, because they have perks I simply don't need or see no use for.

I mainly concentrate on a small number of skill trees that give me an offensive advantage and fit my character. I like stealthy and ranged characters, so I invest in skills that fit those. For an example, my current character only invests in Sneaking, Archery, One Handed, Light Armor and Smithing. In the One Handed skill tree only the sword gets attention, but not even everything. I don't bother with Enchanting, Alchemy, Lockpicking, Pickpocketing, Speech or Block. I have a healing spell, but I don't even invest in Restoration. The ony magic I use are shouts. No need for me to invest in magic skill trees. Smithing is something I do late in the game. Although I open any lock I come across, I don't invest in its skill tree. There is no need, because the mini-game is already simple enough.

There is stuff I don't need in the skill trees. The top one in Archery is an example. I already have staggering and the chance of paralyze is too small.

The critical hit stuff is something I save until last. The chances are low that real damage occurs, so I rather take something else first that does damage all or most of the time.

The advantage of all that is that I can stay competitive because I invest only in a small number of skill trees.

I'll switch to something completely different for a new run.

The skill trees are really good when compared to ones in other games, like Draggon Age 2. *shrugs* Those are too limited. Most talents and spells there require a certain level and or a number of perks in the tree and a specific order. While it looks like a tree it is nothing more than a souped up linear list which greatly reduces your choices. I am glad Skyrim isn't like that and that it has true freedom.
User avatar
Sarah Evason
 
Posts: 3507
Joined: Mon Nov 13, 2006 10:47 pm

Post » Thu Jun 07, 2012 7:22 am

People want choices, but then complain they don't like the choices when they pick perks.

Good one. I lol'ed hard.

We want MEANINGFUL choices.

Choosing between generic perk #37 and generic perk #54 is not meaningful. It's irritating.
User avatar
Glu Glu
 
Posts: 3352
Joined: Sun Apr 01, 2007 5:39 am

Post » Thu Jun 07, 2012 2:15 am

We want MEANINGFUL choices.

Choosing between generic perk #37 and generic perk #54 is not meaningful. It's irritating.

*sigh*

No, you just want to complain. That's all this forum is. Even positive topics are quickly swamped by negativity and petty sniping.

Some people wouldn't be happy if they were crapping diamonds. Take, for example, they guy who didn't like the perk to make heavy armour weightless... he thinks it's stupid, and I happen to agree with him. I personally find it ridiculous. So I don't pick it. I make a choice, and then, that choice has in-game consequences, which I then have to contend with. See how it works?

Haplf the complainers in here have also complained that their RPG isn't "number-based" enough, yet half the perks are full of numbers. Numbers numbers everywhere. Increase damage by 20%, 40%, 100%. 30% chance of critical hit. But noooooo, apparently these aren't "good" numbers, but "filler".

Does the perk system have its problems? Yes. Lockpicking and speech are, from a purely empirical results POV, useless. But they do fit nicely into a role playing scenario. But noooooo, it's not role playing enough, apparently, because of the numbers, or the phase of the moon, or the tides, or the fact that some people are recidivist complainers who would complain about being given a Ferrari because of the price of gas.

Largely though, I've found the perks to be a good way to build different characters, with different strengths, who can do very different things. I give perks an A-.
User avatar
Shelby Huffman
 
Posts: 3454
Joined: Wed Aug 08, 2007 11:06 am

Post » Thu Jun 07, 2012 3:10 am

Some people wouldn't be happy if they were crapping diamonds. Take, for example, they guy who didn't like the perk to make heavy armour weightless... he thinks it's stupid, and I happen to agree with him. I personally find it ridiculous. So I don't pick it.

The problem with this argument is that there are other perks beyond the Conditioning that you might want and will be unable to get without getting Conditioning first.
User avatar
Jade
 
Posts: 3520
Joined: Mon Jul 10, 2006 6:42 am

Post » Thu Jun 07, 2012 9:23 am

The problem with this argument is that there are other perks beyond the Conditioning that you might want and will be unable to get without getting Conditioning first.

Actually, no. Conditioning is the last perk in its branch.
User avatar
Destinyscharm
 
Posts: 3404
Joined: Sun Jul 23, 2006 6:06 pm

Post » Thu Jun 07, 2012 8:32 am

We want MEANINGFUL choices.

Choosing between generic perk #37 and generic perk #54 is not meaningful. It's irritating.
The choices are meaningful to me. And your abstract post doesn't give an example of what you mean. It just sounds more like you want to complain. Maybe you should try to give us some good argument that illustrates your point instead? One liners don't work very well, you know. ;)
User avatar
Maria Leon
 
Posts: 3413
Joined: Tue Aug 14, 2007 12:39 am

Post » Thu Jun 07, 2012 9:51 am

The choices are meaningful to me. And your abstract post doesn't give an example of what you mean. It just sounds more like you want to complain. Maybe you should try to give us some good argument that illustrates your point instead? One liners don't work very well, you know. :wink:

I know. I didn't think that post out much. :blush:
User avatar
Miragel Ginza
 
Posts: 3502
Joined: Thu Dec 21, 2006 6:19 am

Post » Thu Jun 07, 2012 12:30 pm

Actually, no. Conditioning is the last perk in its branch.

Then let's turn it around, to get Conditioning you need to waste points on two worthless perks :P
User avatar
Marine Arrègle
 
Posts: 3423
Joined: Sat Mar 24, 2007 5:19 am

PreviousNext

Return to V - Skyrim