Woolfe wrote:I don't really get why people want Perks so much. They really just restrict the character creation. There are always "must have" perks. So if you want a shotgun player you "must have" shotgun Surgeon. Or if you are going to be a tech player you "must have" an appropriate intelligence based technical perk or whatever.
The trick is to have so many
substantial Perks that every choice remains interesting. Most Wasteland 2 characters have more than one skill or specialty to develop. Do I want that cool Blade maneuver or increased success rate in scripted surgical tasks? You get the idea.
Oh I totally get it. But how do you define the perks, is it just all in, or do you start assigning them to skills and stat levels? As soon as you do that you start restricting the builds again. I want to be a Sniper therefore I need the must have perk, which I can only get with STAT xyz and Skill 123.
Zombra wrote:Sure, if you're a munchkin, you'll always feel compelled to take the most min/maxy combat effective Perks, but so what? The same can be said of the whole character system. I like adding Perks to further describe my characters in ways that impact the game, the same way I assign stats. (I don't use Luck as a dump stat! Sacrilege!)
I'm no Munchkin either, I build my characters based on their "history" with a loose desire to meet certain needs in a party(Tech guy, Medic type, Leader type etc), but even then there will be some perks that will become must haves. I'll put money on it. In which case you are not gaining, but losing choice.
We had this argument with the skill synergies Zombra. You pointed out(and convinced me) that by having synergies it would mean that certain builds would become default because that is how you get the best from XYZ. This is potentially the same kettle of fish. Certainly it is the case in other games that feature perks.
Zombra wrote:Now ... do I think inXile will have enough Perks to make the system cool? At first guess, I'll be honest ... no. New Vegas had 86 Perks to choose from for a single character, and I felt like that was a pretty good number to give me a lot of choices. But with four player characters, not to mention companions, it's astronomically unlikely that they'll be able to provide enough choices that mixing and matching party builds will be substantially unique to each playthrough. More likely they'll have a few sniper Perks, a few melee Perks, etc. and effectively create several "character classes" as you implied. Prove me wrong, guys.
Aye... this is my concern.
Don't get me wrong, I am not against perks per se. I am simply against tacked on and broken perks. Especially as everyone points to FO as the "way" to do it. The implementation of head shots doesn't fill me with glee at the prospect of perks.
It's not too late. Make it Eight!