I really like that idea. Definitely much better than perks that just suddenly improve stats such as in Skyrim. It seems to me Bethesda wanted both the Morrowind like levelling of individual skills and at the same time the usual RPG levelling of character who at the level up moment chooses what stat/skill to improve.
On the other hand I liked the “original” Fallout perk system. It gave you an opportunity to improve your character in other ways often not directly connected to the SPECIAL/skills system. But I agree the probably best implementation possible would give your character “perks” for a reason rather than for a level.
I understand your point, but you cited a skill as an example. I’m thinking a perk would be something more like a gained trait. It could be physical or some kind of behavioral thing that changes how NPCs react to the hero.
I’m also for realism, so yea, I also don’t want anything that isn’t in the realm of possibility for someone to attain.
Realism is a good thing, but this game isn’t a simulator (or I at least hope so). Its a hardcore RPG. And Perks are giving character skill customization much more options! And I just love skill customization. I’m still thinking about playing Fallout again and choosing some funny perks that i didn’t choose before. Rpgs for me means the one way I builded the character. One way - one story. When you play the game again you can build it different way and create different story. And perks are adding a wider variation of stories.
So I am all for realism, but RPG should be in first place.
i really like the idea of engraving swords, seeing as we can make our own swords a perk or skill for example could give us that ability, it doesn’t affect gameplay in a weird way like perks can potentially do yet has a really nice added feature
rpg has no association with either realism or non realism. perks is just another name for skill.
i beg to differ. Role-Playing means just that, you’re playing the role of someone. it’s up to the developers of the game to determine the level of realism, and it’s a well known fact Warhorse is trying to make this a more realistic game than the usual rpg. that’s not to say other rpg’s haven’t had elements of realism, but to say rpg has no association with or with out realism is just wrong. and perks are not another name for skill. using other rpg’s as example, skills can be anything from what might be considered a Stat (Strength, Dexterity, etc) to an ability (spells, warrior berserk, thief’s invisibility) to passives (loot find %, def %, attack dmg). you should look at the plethora of other rpg’s out there to realize this term is not well-defined. also, go look at the actual development videos and livestream video for THIS game and you’ll understand better what Warhorse is defining for those terms. skyrim has been brought up, so has fallout, and those are how Bethesda defines perks. but look at something like classic D&D, and it’s various versions, and you’ll see similar concepts in that as well.
for myself as far as perks or bonuses or whatever you want to call it, i’d like to see a little “less realism” go into them. for instance, a perk that attracts animals to you. or having the ability to blend in with the shadows better. i understand there could be real-world reasons for this but they add an element of being extra powerful/special/unique that non of the other npc’s should have. oh, also, a perk that let’s you see the full inventory of an npc character would make my bard-thief idea that i want to play really really awesome. maybe have to be a certain distance away, stand still for so long, and with less than X people aware of your presence. something to make it not crazy god-like but still worth it to be able to do.
Alright, let me just quote the website:
What would a role-playing game be without character development and customization? Your character in Kingdom Come: Deliverance will have STATS (Strength, Speed, Agility, Vitality, and Speech), CONDITIONS (Stamina, Health, Hunger, and Sleep), SKILLS (Swordsmanship, Archery, Alchemy, and many others), and PERKS (special combat moves, crafting abilities, or varying advantages).
he says he’s all for realism, but says rpg should be priority. that makes no sense. rpg has nothing to do with realism. rpg can be realistic or unrealistic.
if kcd wants to be realistic, it can still succeed in being an rpg.
Ok …name an actual “realistic rpg” that’s not an MMORPG? Coz I’m struggling to think if such a thing even exists; and the more I consider it, the more mythical it seemingly becomes.
Most RPG’s by there very nature are unrealistic. No matter how much added ‘realism’. It’s the nature of the beast.
I just don’t see the point in you commenting on things, as most of the time it’s a waste of text on a page.
Wow this thread got so off-topic, SO FAST.
Perk Idea: Being able to quickly light a fires (flint/steel).
Realistic, could be implemented in cool ways, etc.
-K
I hope Warhorse would not make the same mistake as inXile did and actually connect STATS (and perhaps even conditions) and SKILLS. In other words please make the system logical.
For example strength of the character should decide if he is able to kick the door, not "door kicking skill"; which can of course help because Henry can study different door systems and security locks and he can practice kicking doors a lot during pastime but I don’t believe weak character could be able to kick the door (using experience and knowledge) strong character would not be able to kick.
I hate the character creation screen of Wastelands where you are supposed to choose your character stats (physical + mental predispositions) and skills (your abilities + knowledge) but they don’t influence each other and they seems to make no sense at all and therefore you can only guess what particular stat / skills would mean.
To stay on topic when someone learns something there is a point he is competent enough he feels he knows his craft. He don’t need to think about his actions anymore, they become subconscious. (E.g. riding a bike, driving a car, grammar, playing a music instrument, metering the exposure, playing tennis etc.) I suppose that should be the base of the perk system.
After attaining a particular level of a skill - let’s say the game portrays confident mastering of a specific topic belonging to the body of knowledge and abilities that forms a particular skill in that way - you can choose what ability becomes a natural part of the character’s arsenal of abilities. Engraving a sword. Estimating the attitude of a NPC. Cheating with dices. Riding the horse / manoeuvring better / trotting, galloping. Bashing with shield. Acting naturally / playing a role - therefore being able to deceive / sneak in daylight. Smuggling a dagger in the boot. Estimating the price of an item / commodity. Haggling better. Exploiting your charm and manipulating women. Using logic in an argument. Using manipulation / threat in an argument. Climbing the walls. Putting an armor on. Picking a nose. Finding north.
(There could be perhaps even a perk that disables a mini game that should be trivial for your highly competent character e.g. sharpening the sword - which could become tedious in the closing parts of the game in case the mini games are actually boring.)
What I said was, that Even tho I know that getting a new ability (for example a Fisherman Perk) in one second is very unrealistic I still want it in a game. Also it is unrealistic to add a point to strength in real life, but I still want that in a game. Because in my opinion rpg without option to build your character in many different ways isnt a real rpg.
I understand that RP means role playing, so for you its just about decisions you make with your character.But show me some good RPG only about decisions.
this is an abstraction or simplification that still mimicks the real thing. your diet and your daily routines and what you do can improve your strength. games represent this by adding a “point” to the pertinent skill for performing something along those lines.
Alright man, I dont even know what you want to say anymore. What is your point?
It seems to me that You just want to be in oppposition to everything. Whatever you say, you may be right, but can we just give here ideas for perks and you can create a new topic about phylosophy of RPGs. Because it seems to me that you just want to argue about something. Somebody said that it is waist of text and I agree.
Planescape: Torment?
I suppose many players want rich character customization options and of course even options to develop their character in particular way concerning his skills and abilities. If it is implemented well It will be great and hugely add to the “replaybility” or replay value. (Then again to be able to find other solutions of quests and perhaps even the main story would be greater cause to play the game again.)
That’s how I feel the perks should be based. They should remain somehow logical.
Perk idea: Unique hand-to-hand fighting move (e.g. poking the eyes, roundhouse kick)
-K
Perk ideas:
Firing multiple arrows (robin hood style)
trance singing (make people more susceptible to your speech after playing a song/instrument; mainly for bard)
track animals (visual highlighting of animal tracks)
faster running/higher jumping
i also liked the fallout series opposite sex perks, more damage, better speech, etc. something like that could be cool.
oh, almost forgot… chicken god perk (you won’t be attacked by chickens and chickens don’t run from you and you won’t be prosecuted for stealing/killing chickens) lols
Perk ideas:
Medieval Vocoder - Be able to imitate voices of other people. Enjoy before everyone knows about it.
Handsome ransom - The “Get out of jail”-card for the female character. Using her “talents” to break free.
Stunning tongue - You’re more likely to win an argument, leaving the opposing person speechless.
For bard:
Liberal arts (Rhetoric, Logic…)
I know, Henry probably didn’t attended University. But still, I somehow wish the importance of late medieval University should be reflected. And there was perhaps quite strong bond between Universities and Minnesang - at least bond by poetry. (So called vagant poetry - poetry about university life, wine and especially women. Like Carl Orff’s Carmina Burana. Or Villon. Oh, especially Villon.)
It could open new dialogue possibilities.
This is similar concept but perhaps even better idea.
Reading
He could be perhaps even able to read? Improbable considering print was still unknown in Europe (close miss) and he was rather a village guy. But still, being Minnesanger he could perhaps even write. And living so close to Prague he perhaps had been able to attend some lectures and taste a bit of medieval urban life. Maybe he even drunk with fellow student Jerome and attended you-know-whose lectures.
Other levels of that perk could be called Read Petrarca and Read Roman de la Rose. Being able to put guards to sleep by recitation of Chanson de Roland, Cantar de Mio Cid and several Alexandreids at one time.
Stage Acting
Theatre - secular based on late roman comedy and religious based on Seneca’s tragedies and early medieval passion play imitations of Seneca - was quite important part of medieval life. Either inside the church or - later - in front of church. Being Minnesanger / Bard / whatever acting and singing and seducing women figure you wish Henry surely fled home and joined a wandering troupe of actors. Later his conscience called and he returned home a penitent like the biblical lost son. But he is able to stage a play (perhaps even himself alone using costumes and masks and wild gesticulation) and therefore divert attention of audience / seek refuge from guards in the limelight. Or he is a mask / costume / blending with the crowd expert. Or perhaps his memory is trained by memorisation of plays.
Could be also part of acting perks.
Definitely “opposite sex perks” - but rather not causing more damage to opposite sex, that seems silly / Fallout. (Because what seems silly outside of Fallout is perfectly fine in the universe of the game.)
Perks could be called as genres of occitan poetry - e.g. Pastorela, Sirventes, Canso, Dansa/Balata, Devinalh and Alba (Alba is of course the mastery level - being able to entertain a lady till the dawn).
Endurance. I mean endurance concerning alcohol. Being able to outdrink guards / a foe.
Deceptive stances / movements during fencing.
More Perks:
- Being able to wake up in the morning with a hangover.
- Talking to the cute barmaid without nervously vomiting on her apron.
- Writing his own name.
- Balancing on one foot on an ale barrel.
- Being able to determine when you’ve been given the incorrect amount of change at the tavern.