AgedGrunt said:
With lockpick and science, the hard targets (25/50/75/100) made nuance pointless (and forcing is a lock-out risk I never took, it's also pointless when you can just keep resetting; if you fail the force you're either save scumming or walking away), but outside of that I can agree. Even so I don't think many people will miss subtle differences.
I don't think many people will miss the subtle differences either, especially since so many people are ignorant that those subtle differences even exist, however I know those differences were there and unless this new leveling system somehow mimics that I know I will definitely miss them.
Fewer skill points would fix the late game problem but would starve characters in early and mid game. Grinding levels just to get some decent skills doesn't sound like fun. I like the sound of a wholesome perk system that gives me tons of choices without complication and sacrifice.
The perk system will have a lot of complication and sacrifice. You'll have to take one perk or one level of a perk every single level and forgo any that you don't currently have the SPECIAL stat points for, sometimes forgoing perks just to raise a SPECIAL stat for later. All this means is you'll have a ton of choices many of which you'll have to give up until you level up an excessive number of times.
BTW, the answer to that "starving for skill points" issue is to increase the number of skill points given at lower levels and significantly decrease them at higher levels as the player gets used to the game more and more and thus can compensate for skills in other ways like better equipment, this would also deal with DLC unlocked levels eventually coming into play.
A use system would be welcome, minus the leveling part, for accuracy and making you efficient with everything. Enough time with a revolver should make you the fastest gun in the wasteland, but you should still have to learn the finer points of rifle shooting.
I greatly enjoy a EXP leveling system as simply killing multiple enemies and completing quests getting EXP for it, leveling up and assigning skill points to improve my ability to shoot, I have to actually play the game to get good at it. I have a massive problem with a usage system because with that I could do some simple exploit like take a 9mm pistol, find a Super Mutant Behemoth, get to a spot out of it's reach and shoot a Super Mutant Behemoth a thousand times to max out my guns skill, and then go find say a molerat and just stand there letting a it chew on me for a few hours healing every couple seconds to max out my medicine skill, and so on. A usage system sounds more realistic in theory but not in practice, at least the way Bethesda has used it so far.It's tedious, boring, doesn't make the player actually have to DO anything to get good at anything, and makes the rest of the game much worse as a result. What's worse is that the usage system punishes the player for not using these sorts of exploits because otherwise you'll suck at pretty much everything you try to do for a very long time, especially at earlier levels and with the earlier Elder Scrolls games. I always looked for and used exp leveling mods for Elder Scrolls games precisely for this reason and just how much it improves the games is ridiculous, the difference is night and day and Fallout
starts out just that much better. The more I can just sit back, relax, and just play a game and the less I have to worry about what skills my character is using and just use them whenever I want or need to the better.
This is why I can live with the perk system despite the potential caveats, I don't have to constantly worry about what I'm doing, I can just DO things and let playing the game progress naturally as a result.