Ideas for Perks

Hi, I was thinking about perks. Im not sure if they will be in the game and if yes, I presume they will be similar to the perks in Fallout series - every few levels you choose a perk which give you some special ability, or more (luck/power) or something like that in certain situation, for example - you will do 10% more percent damage to enemies with opposite sex than you, or that every time you read a book you will get more XP than usual.
If Perks will be something different, or if they will not make it to the final game,please @Warhorse or @TobiTobsen feel free to delete or close this topic.
I didn’t find similar topic, and it maybe could be useful for the team if we just throw our ideas here and if team will lack fantasy for a minute :slight_smile: they can look here and take some inspiration.
Imagine that feeling when you find your idea in the game!

I am sure that lot of perks will need a big imagination an we will have to presume some circumstances and content of the game, but I don´t think its a problem if we say something stupid or inaccurate here :smiley:

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Fisherman Perk
Mr. Vávra mentioned a cooking skill in a game and in trailer we saw a fisherman, so I presume there will be fishing like a way of getting food. And since they want to make everything ,as real as possible“ I imagine real looking situation, where you just stand by the river with rod and waiting for fish to bite you bait (sorry for bad english). I have no problem with long waiting for fish and some random or chaos factor that will affect the waiting time. But with a Fisherman Perk you would have assurance of getting your first fish in 30 seconds every day, or every half of a day when you go fishing.

It may sound stupid, but i don´t think the perks should win you a game, and with this one, you would have easy food every day, or easy money when you sell a fish.

I see this as a some early Perk.

I guess you should think about that one again… I mean you know the vision for KCD?. :stuck_out_tongue:

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The game definitely needs skills that are involved with socializing. Perhaps Charisma? That would be paramount for a bard character.

I didnt invented that one, this is taken from Fallout :D, it was just example of Fallout perk.

Haha, yeah I know. But you chose exactly that one that makes absolutely no sense in KCD. :stuck_out_tongue:

:D:D I dont know why… But this one i remember the most :smiley:

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definitely, if I rely on my natural charisma and social skills I would be lost. :wink:
aka the villagers would stack up a stake on the next best occasion they find … like right away

So I would prefer an artificial skill :slight_smile:

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It sounds like a good idea, but to be able to suggest some proper perks I would need to know what stats/skills we to maybe boost them.

The fisherman perk idea of @Neon_Knight is good, I think.

Maybe something like a steadier aim for bows. Faster regeneration of stamina. Or slower stamina drain. But than again, those mentioned by me can affect the gameplay and difficulty greatly. So they either need to be implemented very carefully (just a few “%” of change) or aren’t implemented at all.
I don’t know how we are supposed to find herbs for alchemy, but maybe there could also be some perk that helps is find them. Discreetly that is. Not with a flashing pink arrow above it :wink:

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And with increasing the alchemy skill, the character could gain the ability to use a wider variety of herbs. The level of the skill would signify the character’s knowledge of certain plants and materials.

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Prince Vanish Perk
In one of the early video updates Dan said that your clothes will get dirty and maybe also damaged. Im not sure about this but I think he also said that you will be able to wash it (repair it). So I imagine it will affect your communication with NPCs (if you smell bad and you only wear rotten underwear you shouldn’t be very successful bard :D) So possibly a great thing for bard class would be a perk with which your clothes will not get dirty or damaged at all. And if this is too strong, it will get dirty or damaged slower. I guess this perk should be accessible around or after half of levels / game and it should work only for clothes, not for armor.

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,Nobody will notice" Perk
Perk for alchemy - with this perk you will be able to skip (or maybe just substitute) one ingredient of the formula (recipe).

Yes, very good idea. I think the same could apply to armor too- just not using the same perk. The hero is the son of a blacksmith and i see no reason why there shouldn’t be a perk for maintaining armor.

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Maybe you should make sure it is not clear to externals. First, I think the starting conditions for important (unfortunately still largely unknown) In the further course, I think it would be interesting if the reputation with the various ranks and levels (the NPC) improved / deteriorated and one at the meetings
"feel", so it can be read on the face for instance, or in the form of greeting. You get an invitation or insulted. Always come back to M & B, the system was not bad. It was subtle, but effective.

A game becomes much more immersive when your actions have consequences. I loved that about M&B and I think that that’s essential for the kind of game that Warhorse aims to make.

That being said, a possible perk could be that the character smells nice. This could influence how NPCs react to the character in conversation. Haha

that was the idea, yes :wink:

Personally, I’m not sure a game like this actually needs “perks”. I really like the idea of just getting better at things (i.e. Fishing, Crafting, Cooking, Fighting, Bartering, Lying, Stealing, Shooting a bow, etc.), by small percentages at a time, by simply doing those things a lot. Any cool bonuses or abilities I can think of can be easily bestowed upon the character through his equipment or items. So you suck at fishing when you first start? Go hours (in-game) without a bite? Keep practicing… or get a better pole, or better bait… or all of the above. :wink:

However, if done well, I suppose having Henry suddenly gain a “perk” wouldn’t wreck the game entirely. Maybe some bit of experience gained from a specific quest could endow him with unique knowledge. Perhaps he knows when a person is a bandit just by seeing them, because he’s been to their hideout and seen the trappings of their band.

I’m just letting my thoughts run wild. Bottom line, I really don’t think “perks” are necessary for KC: D :smiley:

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I don’t see why there shouldn’t be perks. Maybe after finishing certain quests the character gains a trait that could count as a perk. It would add more depth to the game as well as more character customization, and I’m all about customization. :wink:

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True, but in the interest of realism, when was the last time you suddenly woke up in the morning and said, “I know Kung Fu” :wink:

It´s mainly about how you define perks.
If you define them as sudden increases of skills or sudden learning of cool abilities then I wouldn´t want to have them. It´s not that realistic.
If you define them as logical and understandable abilities, which are teached by a master for example (and I don´t mean Gothic/Risen style but really shown and teached) then it´s fine I guess

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