Breaking Down The Fallout 4 Character Creation System

I really think the elimination of skills is Bethesda just realizing that they couldn't think of anything interesting to do with them anyway, which is sort of a testament to everything I dislike about their design philosophy.

I mean, Skyrim only really has 3 skills that are unrelated to fighting or crafting, and neither pickpocket nor speech are all that useful.
 
How can anyone look at this system that is designed entirely to lead people into grinding that also makes all characters exactly the same as a better system?
This new system doesn't even solve the issues of Lockpicking and Hacking having no high level state beyond gating different levels of terminals and offering no reward for half of the entire skill tree. It just folds them into perks so Bethesda doesn't have to come up with anything.

It has removed any element of risk from the entire system, which by extension has also removed the concept of reward, with most perks just being generic damage increases and gating content you would've normally access in a more organic way when the Skill system was in place. It doesn't encourage people to think of a build and crossing over of Stats because they can just stick to a single one and get everything from it. Not to mention the abstraction for the new System make no sense, Charisma affecting alcohol addiction? Strenght ruling over Crafting Melee weapons? Perception allowing you to shoot through solid objects?
Someone said on another thread, Fallout 4 doesn't have builds, it just has Build orders.
 
I think we first need to see just how fast you level up in Fallout 4 before saying stuff like that
 
How so?

No real difference there.

Basically trading one irritating gate for another.

When Perks are proper rewards, and divorced from having to handle aspects of past systems, there is very little in terms of gating with regards to them. The only way you're truly gated from Perks is by not having a character build that allows you to pick certain Perks.

And "trading one irritating gate" for another? What exactly would be accomplished by that?
 
I was talking about how they've kept the old "Need Science/Lockpick at 25/50/75/100" to even attempt to pick the lock.

The only difference is that now it's perks instead of skill.

So instead of being unable to attempt to pick a lock at low skill, I can now enjoy being unable to pick a lock because of low perks.
 
Yeah but now when you level up Science/Lockpick you'll know 100% that you'll be able to unlock the next tier of security, with skill points sometimes you ended up just short of getting to it
 
What? You knew that in FNV/FO3 as well. About every 25 points in Science/Lockpick

If you were short of getting to it then you managed your skill points poorly
 
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