Clockwork Knight
Arcane
Rare stims would melee too punishing. Making them heavier just prevents you from carrying a ton of them.
Which also punishes melee.Rare stims would melee too punishing. Making them heavier just prevents you from carrying a ton of them.
This ignores the fact that FO3 and NV (to a higher degree) were based around skill checks not SPECIAL attribute checks. That SPECIAL attributes do more in FO4 is irrelevant. They do more because they got rid of skills. It's a pretty terrible system because it prevents you from specializing in things. For example, if I want to pick harder locks in New Vegas early on I can dump a bunch of points into lockpicking. In Fallout 4 I have to be level 7 before I can pick expert locks and level 18 before I can pick master locks because of how the perk system works. It's moronic.It's not really watered down. If anything it's more complex than New Vegas.
For example in NV half the stats were worthless, you could make a master diplomat with 1 CHA, and the only worthwhile weapon skill was called "guns" - all issues fixed by F4.
This ignores the fact that FO3 and NV (to a higher degree) were based around skill checks not SPECIAL attribute checks. That SPECIAL attributes do more in FO4 is irrelevant. They do more because they got rid of skills. It's a pretty terrible system because it prevents you from specializing in things. For example, if I want to pick harder locks in New Vegas early on I can dump a bunch of points into lockpicking. In Fallout 4 I have to be level 7 before I can pick expert locks and level 18 before I can pick master locks because of how the perk system works. It's moronic.
Which made those attributes useless. I have no idea why people keep defending that system, it was way stupider than F4's.This ignores the fact that FO3 and NV (to a higher degree) were based around skill checks not SPECIAL attribute checks.
Except it doesn't really prevent you from specializing. There are over 250 perk points to spend. By level 18 you'll have gotten at most 7% of them - you can be plenty specialized.It's a pretty terrible system because it prevents you from specializing in things. For example, if I want to pick harder locks in New Vegas early on I can dump a bunch of points into lockpicking. In Fallout 4 I have to be level 7 before I can pick expert locks and level 18 before I can pick master locks because of how the perk system works.
Obviously you missed my point. It creates artificial barriers to how much you can progress in one area. Why do you have to be level 7 to open a certain type of lock?Which made those attributes useless. I have no idea why people keep defending that system, it was way stupider than F4's.
Except it doesn't really prevent you from specializing. There are over 250 perk points to spend. By level 18 you'll have gotten at most 7% of them - you can be plenty specialized.
The hard requirements were already present in FO3/NV in the form of skill tiers.I agree with your point but one small amount of incline - I do like the hard requirements for lock picking / hacking.
In Skyrim you can have a level 1 lockpicking skill and open the most difficult chests in the game as long as you have a few picks to blow through finding the right spot.
*Shrug*Obviously you missed my point. It creates artificial barriers to how much you can progress in one area. Why do you have to be level 7 to open a certain type of lock?
Umm ... don't you also have to gain a few levels to "dump a few points into lockpicking"? Where's the difference exactly, that it doesn't say on the box at which level you have enough skill points for the task at hand?This ignores the fact that FO3 and NV (to a higher degree) were based around skill checks not SPECIAL attribute checks. That SPECIAL attributes do more in FO4 is irrelevant. They do more because they got rid of skills. It's a pretty terrible system because it prevents you from specializing in things. For example, if I want to pick harder locks in New Vegas early on I can dump a bunch of points into lockpicking. In Fallout 4 I have to be level 7 before I can pick expert locks and level 18 before I can pick master locks because of how the perk system works. It's moronic.
Umm ... don't you also have to gain a few levels to "dump a few points into lockpicking"? Where's the difference exactly, that it doesn't say on the box at which level you have enough skill points for the task at hand?
I mean I don't know how the perk system works in FO4, but Skyrim for instance enforces specialization much more than any previous Elder Scrolls exactly because of the perk system and the limited amount of perks (before the Legendary edition at least ... mods can fix it).
The difference is that I can be a master at lockpicking with any attribute distribution as long as I get 100 ranks in lockpicking and perks were optional like getting an additional try on the lock for example. In FO 4 it is tied to 4 PE and 3 ranks in loksmith perk and that is it.
I'm not a big fan of FO4's system, but that line of critique strikes me as a bit odd.
In the older parts it was tied to your skill-level, now it seems (don't own it) tied to the amount of perks you invested. Both require you to level up a few times and invest something into the skill.
The earlier parts are more flexible, of course, but SPECIAL requirements are not such a bad thing per se.
They should have made power cores more rare and only require one per suit as per the lore.
That is reasonable. They could have even made it so that you can only find one core and then have to switch it between suits and then give different types of PA like with jet pack, high armor, extra utility, etc.
Fuck her. I sold her wedding ring to the first trader! It was her idea to talk to that Vault Tec representative. And the child is the postman's anyways.Why can't I bury my dead wife?
Which made those attributes useless. .
are you a womanFuck her. I sold her wedding ring to the first trader! It was her idea to talk to that Vault Tec representative. And the child is the postman's anyways.