• Member Since 25th Jan, 2012
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Kkat


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Sep
25th
2015

Learning About What Makes You S.P.E.C.I.A.L. · 9:21am Sep 25th, 2015

art by appleman86

Earlier this month, Bethesda started releasing their "Vault-Tec educational video series" on the different S.P.E.C.I.A.L. attributes as they will appear in the quickly upcoming Fallout 4. Over the last few weeks, Bethesda has given us their videos for Strength, Perception and Endurance.

Initially, I was going to wait until all seven videos where out before doing a blog post on the series. I still intend to do that blog. However, I am mentioning and linking the released videos now in conjunction with showing of Bethesda's new video on Fallout 4's character system. The video reiterates what we have already heard, but reveals a tasty number of the new perks and answers a few frequently asked questions.

For example, as well as the level 1-10 perks in the chart, there is clearly a "level 0" line of attribute training perks. One of the perks that the video focuses on is the level 10 Charisma perk "Intimidation". We see that the perk has three levels, with the higher levels adding new and different things that can be done with the perk. Additionally, while you can take Intimidation "right out of the Vault" if you have Charisma 10, the second and third ranks of the perk have level requirements (level 23 and 50). This means that while you can design a character to have that character-defining perk you want virtually immediately, getting the most powerful and/or versatile version of that perk is some ways off.

We get to see the entire initial Charisma perk tree, although we still don't know what abilities will come with buying additional ranks in most of them. These perks also reveal a few interesting tidbits about the game mechanics. For example, we now know that if you have a companion, friendly fire is a danger... unless you have the Charisma 8 perk "Inspirational" to negate it. Other revealed perks include an Intelligence perk that will upgrade your PipBoy to show the path to your nearest quest target.

Along with this, we now have a fully-revealed perk chart! :pinkiegasp:

:rainbowdetermined2: As promised above, here are the three S.P.E.C.I.A.L. videos released so far. I'm eager to hear what you think about them, so let me know in the comments below.

Strength

Perception

Endurance

All in all, I'm excited. :raritystarry: This is new and innovative for the franchise, yet still feels very much like Fallout to me. Let me know your thoughts on the new S.P.E.C.I.A.L. system now that we have this healthy dose of information.

Any idea what your first Fallout 4 character's S.P.E.C.I.A.L. Talent will be? :scootangel:

art by appleman86

Report Kkat · 2,654 views · Story: Fallout: Equestria ·
Comments ( 40 )

After watching the character system video, here's what I got out of it:

They're pretty much turning the perks system into a combination of Oblivion's/Skyrim's perks system.

Oblivion with having multiple perks and levels of these perks with new effects on every skill.

Skyrim with getting to choose which perks you want as you level up a specific skill.

While it's odd to see them including elements of ES into Fallout, I'm not going to complain.

I am planing Lone Wanderer as my first perk ^^ I will follow that up with the crafting perks so my INT will start at 6.

If it's anything like in Fallout 3, I'm taking Grim Reaper's Sprint.

We've seen the bobbleheads and their stand, so it's not too much of a stretch to think they'll work as they did in FO3(SPECIAL bobleheads give a point in their stat, "skill" ones give a perk rank), though I'll admit that's a blatant assumption at this point. Still, unless some reliable info comes forward stating otherwise, that's what I'm basing my current build plans on.



9 Agility. Sneak is tied to agility, with Sneak perk ranks enhancing the stat bonus. Since I'm nearly always a sneaky bastard this goes to 9, with a beeline to the Agility Bobblehead(if it isn't suicide at low levels).

6 Intelligence. Science! requires 6 INT to unlock, and I love me lasers and plasma weapons almost as much as I love sneaking. Additionally, Hacking perks are at Int 4, plus it'll help me get more XP out of the game(and thus a higher level before I decide I've done enough).

4 Perception. Lockpicking is at 4 PER, so that's required, and this will play well with the AP pool I'll have from focusing on AIG for the odd bit of VATS.

3 Endurance. With the new radiation mechanic in the game(RADs reduce max HP until removed) having more HP is very much a necessity for longer exploration.



Of course, that's just what I'm thinking for the first playthough. Once I get a better feel for what I do and don't like and what can wait a few(or more) levels I'm almost certainly going to revise the starting build the second time around.

Edit: The INT 8 perk looks like it relates to controlling/building/upgrading robots. If so, an early INT Bobblehead and a point spent are looking like a tempting path. Especially if it means a way to upgrade Codsworth.

Same as always. All the Perception, all the gunplay. *loads sniper*

Also, all the Int. Because SCIENCE!

I adore these vids. Cannot wait for Fallout 4 to arrive!

Even before I read FOE, most of my Fallout Characters were a lot like Littlepip: science, lockpick, small guns, with a healthy side dish of speech and repair (speech may not be so Littlepippy). I need to know what's inside every computer and locked box.

Well, I know that Charisma and Luck won't be on my S.P.E.C.I.A.L. check list. High perception, intelligence, and agility all the way. :derpytongue2:

Rush and Pony on!
T4E

Anything that gets me more loot and then go for more crafting options from there. Strengh, Inteligence and Luck 10/10. And some Endurence for loot raids if there's some points left...

I'd rate my luck around a seven.

Everything else is a drunken blur.

I normally try to get 10 intelligence as low level as possible without starting with 10 intelligence. But in New Vegas luck was almost a requirement So I went from my normal stealth sniper to a luck, endurance, intelligence shotgunner build. Run in SATS headshot. Not sure about the new game though, might want to go for Intelligence,Charisma build for a settler type build with the new building mechanic. But might go for a minigunner build for the Mech suit fun.

Interesting that Perception looks like it's going to be related to some stuff I associate with Agility in my mind. The new perks system (because really, the SPECIAL system looks pretty similar to the past) seems interesting. I really want to know what some of these pictures (like the one of Vault-Boy Dracula) represent.

Given the way I usually play these games, I'll probably run with high Int, high Cha, it opens the most options and lets you feel like you're being clever.

Fallout 3 I was a stealthy small guns/energy weapons character and a con artist who eventually developed a heart of gold (hearing about how I was a hero on the radio was surprisingly gratifying and self-reinforcing). Fallout New Vegas I was a mad bomber that used improvised grenades on everything and was a bloodthirsty bad influence on both Boon and Rose, so I may try yet another strategy this time.

3418642
Not that much, I had a high Int, High Cha, low, low, low Luck character and did fine.

3418595 Same. Well except I tend to go with energy weapons rather then guns. Acquire ALL the things. Pass ALL the speech checks! I'm just to OCD not to.


3418509 They haven't mentioned Bobbleheads yet, beyond showing the Bobblehead stand in one crafting vid. But they did do a blog post that explained how skill magazines would work which seems nice. Each magazine is tied to one perk or attribute, some with various issues that each increase it in some way permanently. The example they gave was the Grognak line, which has ten separate issues in the game, each of which increases the effect of the Barbarian perk which ups Melee damage. So that seems interesting

But yeah this is looking really awesome. It could be a massive mess, but what sells me on it is the no level cap. So don't have to worry about limited options, and can eventually be sure to get everything I want.

For me I like a balance character that's good in one field.

s 5
p 7
e 8
c 4
i 5
a 4
l 9

It's too bad fallout can't go back to it's turn base roots, this system would be amazing in that way and make things like luck and agility mean more.

Oddly enough, i think it comes down to if they keep the nature of int as giving you skills. Or if they let your stat decide how much overall improvement you get to all related skills. Fallout 1, 2, 3, and NV all had sadly one stat to rule them all in INT. And if they can properly find a way around that in 4, then I would say my focus still goes to Agility or Intelligence for things, instead of a maximized nature so that I can enjoy the game and world itself without worry of things being irking because I wasn't, optimal.

3418739 The whole gambling system was based solely off your luck stat. So with 10 in luck you can gain access to about 200,000 + caps from level 1 which can get you about 4 implants to boost your stats. So in New Vegas I would either run 1 or 9 for luck and since companions usually suck I'd run 1 for charisma too and compensate speech with my intelligence and a perk or two.

3418777 Int's main function will now be increasing how fast you gain XP.

Also, even if it was still Skill based, removing the level cap removes it's power. The reason INT was so vital was you only got so many skill points to use, and INT increased these, giving you more skill points total. Without a level cap, there is no limit to it.

They do seem to be trying to balance the SPECIAL and make sure each one has it's own use and none of them are universally better or worse, just different for different play styles.

3418818 And that im glad for. The One stat to rule them all idea hurts a game more than it helps, from tabletop, to video games. the first four, even tactics (We dont talk about that here.) INT was the stat to ensure you got all the skills you need, with tangible rewards above and beyond anything that not taking it at a high level does. Even the nature of the FoE P&P has a very high intrinsic value on INT sadly. (though Endurance has alot going for it as a secondary runner)

But I'm glad that this is going away from that requirement.

Minor correction to the blog: the artwork was commissioned by Mamonth, but is actually by appleman86.

I'm really glad that we're getting 28 special points at the outset.

My build's looking like this so far:

S: 4
P: 4
E: 1
C: 8
I: 6
A: 2
L: 10

I love me some luck!

3418858 Thank you! :duck: Fixed.

The new system seems to be a pleasant change, but I'll decide when I use it.

My character will most likely have high Intel and perception with a balance of the rest.

I'll probably go Charisma and Luck with a side of Intelligence like I did in New Vegas and see if it lets me defeat the final boss with Speech again.

INT still look like something its worth to put a lot of point. Considering you get more xp and level up faster, you can get pretty stocked up on perks really fast with it.
They made LUCK quite unappealing for me with the new "wait x shot till bar is filled with crit" thing, and judging from the perk pictures, they boost that mostly too.
Seeing that most likely picking out harder locks is now a PER 4 perk, my "blind thief" type of playing will need some serious modification :raritydespair:

Here how i would put down my SPECIAL, at the moment, without seeing how it would be the most ideal in actual game

STR: 6 (expanding carry weight is one of the most important thing in the game, so its kind of obvious)

PER:4 (it would be 1 if it werent for the perk system :pinkiesad2: wasting point to per....)

END: 1-3 (lifegiver is a perk i always picked previously, but im not sure its worth the end points)

CHR: 1-3 (I guess you'll get better prices at traders if this is higher, so it might need a few extra point)

INT: 8 (Disabling robots was/is way easier than fighting a sentry bot/mister gutsy, also for quick leveling up you need high INT)

Agility: 5-7 (would be the first to get "intense training-ed", easier to just past peoples than killing them and way more fun:scootangel:)

LCK: 1-2 (1 if ammo have weight, 2 if you can stock them up)

I forgot the actual points you can spend at the beggining of the game, if im remember its 28+7, so im in the limit without problem i guess.

EDIT: Does Concentrated Fire supposed to be that outstanding perk to make it PER 10?:rainbowhuh:

I'l probably be looking at Charisma first, getting Attack Dog and Animal Friend, though it looks like there is fun stuff in the Luck list. I like this system for a videogame, it's very straightforward, but it still manages to be manage to have a nice diversity of option

I'm a bit miffed that they didn't bring Confirmed Bachelor (and likely Cherchez La Femme) along though.

If, I somehow manage to get my hands on a Xbox One and that game, I'll probably just go with Charisma, strength, agility and perception. Balance that out and what have you.

Am I the only one that spots that one perk on the bottom right where it look like a bunch of metal stuff is being... what's the word? deflected away from the vault dude?
That's interesting... very interesting...

3420230
Sounds like a 100% Enemy miss rate.

:trollestia:

3420569 Sounds kinda OP... but I ain't complaining 8'D

3420578

kinda

Oh come on, its a big thing!
The only thing that'd hit you would be explosions and traps.

-
Seriously though, Thats prpbably like, 25% enemy miss chance.

3420588
That first bit would be pretty awesome.

-
But yeah, maybe 25%, maybe you can add onto it like other perks and make it 50%

I'll definitely start with Strong Back, due to my obsession with looting everything of value.

Waste not, want not.

That or an explosive perk if I can get my hands on a Grenade Rifle early - easily my favorite weapon.

Any idea what your first Fallout 4 character's S.P.E.C.I.A.L. Talent will be?

Well, I'm obsessed with crafting, so my first character is going to be a DIY wizard. That means my points will go into intellect and strength (I do believe that perks at STR 03 and STR 04 are for crafting armor and melee weaponry). And yeah, Strong Back is a must for me, because I always load myself to the point of being over-encumbered.

BTW, looks like stealing and hacking have their own perks, independent from sneaking and science. And no more energy weapons, but big guns are back.

Mine's gonna be boring

S: 6
P: 4
E: 1
C: 4
I: 6
A: 3
L: 4

Little late on this, but these are pretty cool. Im especially exited that the perk system is still going to be a thing.

I am so damn excited for Fallout 4, never did I think soon eventually would happen for a new Fallout entry announced. I am just thinking of the possibilities once everypony gets their hooves on the game soon..

I've Been playing Fallout 2 with the Littlepip mod for a while now, and I've always wondered what would LittlePip (& Co's) S.P.E.C.I.A.L stats be? Any suggestions?

I tried building the rest of the company. Velvet was the one I felt ended up the most accurate.
Velvet Remedy
Traits: Gifted, Sex Appeal
S: 2
P: 7
E: 2
C: 10
I: 7
A: 2
L: 5
Tagged Skills (RIP by the way) :
Barter, Speech, Doctor

(Fallout 2 was a bit more lenient with the SPECIAL's if memory serves me right but I'm trying to keep as compatible with the later installments as possible)

Either Luck or Charisma, its allways one of those.^^

Im gonna put most of my point into Strength and endurance (since my strategy is of course kamikaze the enemy and hope i dont die) ill also get the strong back (cause i hoard shit) and level up my speech and barter skill the most since i like ammassing caps and getting stimpacks cheaper since i tend to use a LOT of thoses
my stats will most likely start as this
S: 8
P: 3
E:6
C: 3
I: 2
A: 3
L: 3

S: 2
P: 4
E: 1
C: 2
I: 1
A: 1
L: 10
I think they give you 21 points so I did this....

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