Fallout 4 Progression Details

A new article on Bethesda.net outlines how character progression will work in Fallout 4. They offer a special S.P.E.C.I.A.L. chart, and a pretty detailed rundown on how the system will play out in the next installment in the RPG series. Here's a bit:
What’s important is that each of these Perks is actually a mini Perk tree*, with multiple ranks that also do new things. Gun Fu above allows even more damage the more targets you select, increasing to instant Critical Shots. Gunslinger has ranks that up the range of pistols, add a chance to disarm enemies, and even instant limb crippling shots.

These additional ranks do require your character to be a higher level. This allows us to make some powerful Perk ranks that reward your investment in a certain SPECIAL as well as that individual Perk. It also allows us to fold Perks we liked from previous games into Perk ranks in this new system. For example, the Fallout 3 perk Paralyzing Palm (paralyze enemies through hand-to-hand), now becomes the Rank 5 Perk for Iron Fist. But you need to have chosen the previous 4 ranks of Iron Fist and be level 46. We also pushed old Perks to do new things at higher ranks. Strong Back doesn’t just up the amount you can carry; higher ranks of it allow you to fast-travel while encumbered or even run while encumbered at the cost of Action Points.
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Re: Fallout 4 Progression Details
Sep 26, 2015, 05:47
15.
Re: Fallout 4 Progression Details Sep 26, 2015, 05:47
Sep 26, 2015, 05:47
 
Even though Fallout 3 and NV are in first person, they're still RPGs. You have to keep in mind that when you aim at something and pull the trigger, the game isn't relying on your skill as the player to make the shot, it's your character's skills that determine if you hit or not. People going into those games expecting a COD style FPS experience were disappointed. Now combat looks more FPS like, I just hope they don't remove the RPG part of it.

Pretty sure they have removed stat-based accuracy from guns. Though, they removed most of it in FO3 as well and instead focused primarily on scaling damage. In FNV, using iron sights basically gave you 100% accuracy and the game didn't suffer for it at all.

I'm actually okay with not having chance-to-hit in this kind of game. If it's real-time, first-person and requires aiming, chance-to-hit just adds an extra layer of annoyance. There was nothing less fun than seeing arrows pass right through enemies in Morrowind because of RNG. There's a reason why chance-to-hit was removed in Oblivion, Skyrim, DX:HR, etc. Hell, I'd argue that chance-to-hit is annoying in turn-based games too. Nothing quite as satisfying as getting screwed because your character missed an attack with 95% chance to hit.

The big question that remains is, how is the writing going to be? Is it going to be linear and stupid like FO3, or did they learn something from Obsidian? We already know there are going to be multiple factions, but there were two factions in FO3, you just didn't get the choice in which one you wanted to side with. Are the BOS going to be like the real BOS or FO3's knight's in shining power armor BOS?

Pretty sure the BoS are still the knights in shining armor that they were in FO3. Bethesda's writers aren't very good at moral ambiguity. If you go into FO4 (or any Bethesda RPG) expecting good writing, you'll be disappointed.
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