The topic of whether or not Skills make an appearance in Fallout 4 (and if so, in what form) seems to have caused a lot of confusion on the internet at large. I figured we could use a space of our own to get things straight, theorize, fling poo at each other (gently, now, folks), and/or lament the coming of the end times, as you deem necessary.
First, some educational material for the more audiovisually inclined, courtesy of YouTube's FudgeMuppet, aka the publisher of the first decent video breakdown I found when I randomly googled the subject. Seems pretty decent at his job. My apologies if he's a known child murderer or a console enthusiast or something, I don't really keep up with you kids and your vidgy games commentators these days:
Now, the long and the short of it for those who didn't/can't watch the video is this: SKILLS AS WE KNOW THEM ARE MOST LIKELY NOT GOING TO EXIST IN THE GAME, though it's likely certain perks (or some other replacement) will have similar names and functions. This probably comes as a surprise to very few of you, but if you weren't sure or if you happened to find your way here because you're that one girl that's been stalking me online since High School, there it is. In their place is likely going to be a system of ranked perks. What we know so far, as well as some minor related points of interest:
Aaaand there we have it. It's not much, but it might be more than you knew before. I'd post a blown-up image of the perk chart for anyone curious, but I'm posting from a phone. If you're interested, google up "fallout 4 high res garage" and give the best one you can find the ol' zoom-and-enhance. (And if you do, posting a close-up here for the edification of the masses wouldn't be unappreciated.)
Personally, I'm willing to give this a shot (as seems to have become my mantra in the last couple of weeks), though I do have reservations, especially concerning the already heavily-altered social aspects of the game. But what are your thoughts? Theories? Impressions? Corrections and additions?
First, some educational material for the more audiovisually inclined, courtesy of YouTube's FudgeMuppet, aka the publisher of the first decent video breakdown I found when I randomly googled the subject. Seems pretty decent at his job. My apologies if he's a known child murderer or a console enthusiast or something, I don't really keep up with you kids and your vidgy games commentators these days:
Now, the long and the short of it for those who didn't/can't watch the video is this: SKILLS AS WE KNOW THEM ARE MOST LIKELY NOT GOING TO EXIST IN THE GAME, though it's likely certain perks (or some other replacement) will have similar names and functions. This probably comes as a surprise to very few of you, but if you weren't sure or if you happened to find your way here because you're that one girl that's been stalking me online since High School, there it is. In their place is likely going to be a system of ranked perks. What we know so far, as well as some minor related points of interest:
- There is no skills tab on the Pipboy, nor is mention made on the SPECIAL tab of the stats being connected to any skills whatsoever. They do, however, seem to govern or directly influence several in-game actions that have traditionally been the province of skills.
- Instead of governing skill points per level, Intelligence now governs your rate of experience gain.
- Yes, Bobbleheads do exist, but their function at this point is uncertain. SPECIAL Bobbleheads are confirmed, but the stand contains two other rows with 13 spaces in total-- the exact number of skills present in Fallout 3.
- There are 7 columns on the perk chart, each corresponding to a SPECIAL stat, each ten rows deep, for a total of 70 base perks. Several pictures on the chart have been identified as returning art from previous perks.
- In the crafting interface, certain perks are listed as requirements for crafting certain items, and each is listed with a required level, indicating that some perks, at least, will have multiple ranks. Confirmed are Gun Nut, which looks to be necessary for working on traditional projectile weapons and components, and Science!, used in the crafting and modification of energy weapons.
- In the "Power Armor Garage" background seen on Bethesda's Fallout mainpage, a full, if undersized, version of the perk chart can be seen. Several publications that would traditionally be considered skill books (Grognak, Tumblers Today, Guns and Bullets) can be seen on the magazine rack in the same image. Whether these will serve any functional purpose in-game is unknown.
Aaaand there we have it. It's not much, but it might be more than you knew before. I'd post a blown-up image of the perk chart for anyone curious, but I'm posting from a phone. If you're interested, google up "fallout 4 high res garage" and give the best one you can find the ol' zoom-and-enhance. (And if you do, posting a close-up here for the edification of the masses wouldn't be unappreciated.)
Personally, I'm willing to give this a shot (as seems to have become my mantra in the last couple of weeks), though I do have reservations, especially concerning the already heavily-altered social aspects of the game. But what are your thoughts? Theories? Impressions? Corrections and additions?
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