I created this profile just to reply to this topic. Yes, that's how interested I was in it and what was being said. I didn't read every single post of the topic, but I read enough of them to kind of get the gist of what's going on.
First, a bit of background. I've never played Fallout 1, Fallout 2, or Fallout Tactics (I own them, picked them up before I ever started New Vegas, but have yet to play them. I may start them when I finally finish the achievements in New Vegas and need something to keep me busy until Fallout 4 comes out). My first foray into the Fallout universe was Fallout 3. It was advertised to me as "Oblivion, with guns". It is most certainly not "Oblivion with guns". To my annoyance (and later delight!) it was its own beast. They dropped me into a world I knew nothing about, didn't give me a reason to care about anything (including my own father), and just kind of left me to my own devices. 5 Hours into the game with 2 Quests under my belt, and I quit playing. Later on, some months later, I picked the game back up and decided to give it a try based on its own merits instead of what I'd thought the game was meant to be. Everything felt weird and clunky and I had no idea how to build a character (in fact, I ended up simply starting over to create a much better character). Finally, at the 50 hour mark of my first real play through, I was in love. I made 3 full plays of the game. One for Good, one for Neutral, and one for Evil. I didn't even figure out how to "max out" my character until that third play where I was an evil Melee only fighter. I picked up New Vegas some years later and I'm just now getting around to doing the DLC of it (which is all I have left).
Okay, with that in mind... I'd like to address quickly here the "differences" between New Vegas and Fallout 3 that I personally noticed. 1. Invisible Walls (I hate devs who do this! Stop gimping my exploration just 'cause you're lazy programmers!). 2. Melee fighting in New Vegas is 90% more headache than it was in Fallout 3 and is thus something to be avoided (when enemies block pretty much every single swing and their block means they take pretty much zero damage... Guns are your best friend. Especially since they cannot be blocked). 3. Accuracy between FO3 and NV was changed. It was easy to get 70%+ accuracy in FO3 without taking a single Perk. In NV, that's much harder to do without Perks. 4. More places to explore in NV... But considerably less to explore in NV. Instead of large areas to explore with almost always something useful or unique in a location in FO3, we got really super small areas, most of them useless, but scattered every 10 feet instead of every 400 yards. 5. You get less stat points in New Vegas, but they're worth much more than they were in FO3. 6. Lots more Quests to do in NV, but the Quests are less consequential. 7. Way more bugs in NV than in FO3, to the point that they could and would break Quests, break Quest Chains, break the game, or sometimes even wreck a save file. 8. Way more useless Perks in NV than were in FO3. On top of which, there's maybe 5 Traits you can take that aren't just worthless wastes of time that exist simply because there might be a masochist out there who wants them. Or maybe role player.
Beyond that, the games both played pretty much the same. Progression was even largely the same (aside from only getting your Perks every 2 levels instead of every single level). FO3, I was able to take out Death Claws 1v1 at level 14. NV, it took me until level 16. In FO3, I largely had 70+ points into combat skills by the time I was level 14. In NV, I didn't even have 50 points into any single combat skill. NV is, by and large, a much easier game, despite making it harder to "max out". Sure, I had to wait two extra levels to kill Death Claws 1v1, but, my stats were much lower when I did it. Even on Hardcore mode in NV, it only added another 2 levels to the 16 thresh-hold for killing Death Claws. What's even worse? I was destroying swarms of Cazadors at level 10 in Hardcore Mode. Even in Hardcore Mode, I didn't start dropping points into any combat stat until I hit level 22 or so (I'd run out of better stats to work with at that point, combat was the only useful thing left), which means I was killing the poisonous twitchy jerks with Guns and Energy Weapons that had stats of 30-40.
Does that mean I hated New Vegas? No. I liked New Vegas better than FO3 because the game felt far more alive and less like I was trudging through a sea of brown. I also liked the story better.
So, here I come to Fallout 4 and its stats and their possible removal. I have to say... I currently don't think stats are removed. I think they're "hidden" in the same way that levels were hidden. Remember when you gain XP in New Vegas (and I think it was the same in FO3 as well) and it pops up the meter that shows you what level you are, the arrow for the XP moving up, and the level you're heading towards? That's missing in the videos. Why? I'd say that it's missing because it's a detail they didn't want to release yet. I don't think they want to release our Skills yet either. But, this is simply conjecture. We have an XP bar that goes up when a mod is created, or attached, and a new gun is made, we've got XP that goes up on kills, XP that goes up for other things... But, no "XP from this level to the next level" bar. I think what we're seeing is that individual Skills can be leveled up independent of your overall level. I think we're looking at a Skyrim type system here. It only confirms it more for me when one of the tabs on the Pip Boy says that the Y Button takes you to the "Perk Chart". What else leads me to believe this? The "Perk List" that you see in the garage is 7 across and 10 down. Significance of that? SPECIAL is 7 stats... that can have 10 ranks. I think we're looking at Perks you get simply for having SPECIAL points high enough for those. I think we're looking at "automatic" perks we don't choose... Or they're part of the system where you cannot get the next one unless you have the previous one in the tree. Otherwise, why does this chart even exist in the first place? Why do you even need a "chart" except to show you how Perks line up together? How they fit together in a Skyrim style Perk system? If the Perk system worked the same as in FO3 and NV, you wouldn't need the chart, because the previous systems explained to any player quite well what Perks they could obtain at any time (just pull up the Pip Boy and look through the list of possible Perks and already obtained ones!). But, here we have a list of Perks... and then this Y button or a "Perk Chart" why separate this list out, unless the system worked differently?
Furthermore, why only give us 21 points to devote to our SPECIAL if Skills are removed? Surely you'd give more points to SPECIAL at the beginning if the only way to improve what limited stats you got was through Perks or the initial choice. If you don't get Skills, you'd probably want to start players out with enough points that they could probably get 6 points in each stat if they wanted instead of 4. But, we only get enough for 4. Okay, so if Intense Training is back, that's another 10 points to SPECIAL we can use. If Implants or Bobbleheads are back, that's another +1 to each individual stat. So, you're looking at each stat guaranteed to be 2, with a possible 31 extra SPECIAL points to distribute yourself. You're looking at 3 stats maxed out at 10 with some change... Or having every single stat at 6, with a couple at 7. Or some combination of the two. This is way more restricting than New Vegas was... except that if Skills are missing... there's no real way to cover your shortcomings as a character. The game becomes "pick your specialization the minute the game loads up", because to not do so is to risk having an unusable character somewhere in the play through. I don't think Bethesda would do that to us.
I do, however, think they'd use a "better" version of the Skyrim stats/perks system in FO4. This is something I'm violently opposed to. Why? It messes with how I play the games.
When I create a character, I dump my SPECIAL into what I perceive to be the most useful stats. In NV and FO3, this was 9 points (or 10 for Vegas) into Intelligence and then picking up the Implant/Bobblehead for the final point as quickly as possible. I'd then usually have 9 points into Luck because of the minor bonuses it gave to all your stats and the chances for loot and critical hit chances. Most people don't like the Luck Stat, but I love it. After that, I'd dump points into Strength in order to carry as much as the game would let me carry. After that... I'd just dump points into other stats, depending on what I wanted to do. More often than not, it would be Endurance or Perception. Charisma and Agility are largely ignored by me, because they're fairly terrible stats (why do I need more points for V.A.T.S. if I kill everything in one or two hits anyway? Why do I need Charisma when I'll max out Speech at level 10?). Obviously with Fallout 4, I won't be dumping points into Intelligence anymore (extra XP has never been a good reason for me to pick up a Perk, so why would I pick it up as a stat?). I don't usually Melee fight either, so I am now on the fence about picking Strength. I'll now have to take Charisma and Perception so I can pass speech challenges and use the most powerful weapons in the game (energy weapons). Except... How do I shore up these shortcomings? Without stats, I cannot round out my character anymore. Whatever I picked at the beginning, I'm now basically stuck with. I can no longer pick up a really cool shotgun and decide I want to invest points into Guns to make it really lethal. I can no longer decide that maybe I'd like to use a Power Fist as well as my Laser Rifle and throw points into Unarmed/Melee skills to make it viable. Without Skills, I can no longer decide that I want to repair my own items instead of paying others to do it for me. I can't even suddenly decide that I want better prices at shops and dump points into Barter.
If Skills don't exist, I can no longer make the character I want to make. If it all falls under the purview of "Perks" now, then it truly is a terrible system that will limit customization and render most existing Perks worthless. Think about that for a second. Are you going to take 10 points of SPECIAL via Perks and "Intense Training" or are you going to take 10 levels of things like "Science!" and "Gun Nut!" so you can get access to more game features? And if you take both Intense Training and those other Perks for things like Science! and Gun Nut and whatever else that gives you access to better equipment (or more powerful mods!), then how many Perks would you even spend on other things? Is it more beneficial to take "Bloody Mess" than it is to pick up an extra point of SPECIAL? What's that 5% damage boost worth to you in terms of any viable build? How about Perks like "Quick Draw"? Is that more important to have than access to everything the game has to offer? I mean the list goes on and on if you don't have Skills. Without Skills, a lot of Perks are suddenly devalued just to give you access to some of the best things in the game... Or even just access to portions of the game (weapon mods is the only example I have so far, but I can't imagine building your settlement won't require investment of Perks as well, with stats missing!).
Basically, removing Skills at all while retaining the "One Perk Per Level" rule would wreck the game for me. I would need two separate lists of Perks. I'd need a list of Perks that exist as your "Skills" and a second list that does all the cool things Perks are known for. I'd need 1 point into each set on each level to be able to customize the character in a way that would be satisfying and viable. I can't see the game working any other way.
Well, okay, I can see it working if skills are Perks awarded simply after doing things. Hack enough terminals, your Science! Perk goes up. Use enough Chems and Stimpacks and your Medicine Perk goes up. I can see a system working in that way (which might be better, if I'm honest). But, I cannot see complete removal of Skills or changing Skills into Perks without making plenty of allowances for character creation and building.