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Author Topic: Perk tweaks for the current version  (Read 777 times)

Perk tweaks for the current version
« on: April 01, 2010, 04:30:28 am »

I just have a few suggestions for perks being changed a bit, it's mostly for the social perks however.

Because of the current barter system, the actual skill Barter isn't as useful as it once was. The "Salesman" perk (+40% barter) doesn't have much of a use.

Possible changes or replacements:
Peddler, +20% barter, travel speed on the world map +10%. Requirements: Charisma 4, barter 60%
Caravaner, +10% barter, outdoorsman +10%, max followers +1. Requirements: Charisma 5, speech 40%

With the extra motivation to take it, non-combat or social characters will still be able to take the perk or an equivalent to it and not feel like they wasted a perk.

Magnetic Personality is a perk that basically NOBODY takes unless it's an alt character or something, so maybe some changes would get people to take it over one of the generic combat perks you get at the same level.

Possible changes or replacements:
Magnetic Personality, +3 to charisma check when determining group size. Requirements: The same

That would give +1 to +2 to NPC followers, and +3 player followers if it's possible to make it do that.

I do however see how that might be a LITTLE overpowered, but I was assuming that + to checks would max out at 10 so you couldn't get over the 10 charisma capacity with it...

Speaker perk... Okay, come on, this is a useless perk. +20% to speech?

Possible replacement:
ANYTHING, I have no idea how to balance out a replacement that has speech because speech is a terrible skill to raise manually. And this is coming from somebody who likes to play social characters over combat characters.



Yeah, anyways. Just some suggestions for some of the social perks.
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Re: Perk tweaks for the current version
« Reply #1 on: April 01, 2010, 06:48:13 am »

Speaker perk?

Make it give +2 Cha for talking to traders, quest givers, etc.

For those CHA 1 combat chars whose users are bored of alting, don't have a group, etc.

As for Magnetic Personality, have it be as normal except it DOES go over the limit.
Also, since CHA 10 gives same followers as CHA 9 (diff # of slaves/mercs.), have the MagPers react with CHA 10 so it not only goes over limit but adds an extra one on top of the extra one.

Then people WILL take it.

Otherwise it won't ever be popular.

That doesn't mean no one takes it. I did, with CHA 3 so I could lead 2 people instead of 1.
It is more useful to me than the other Lv 3 perks.
(I'm Skilled, so if I had END 6+ I would have just perk-squatted to Lv 6 and got Pathfinder. But I have END 1, so MagPers it is.)

« Last Edit: April 01, 2010, 06:50:05 am by Swinglinered »
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I wish there were bags, backpacks, etc. in Fonline.
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