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Every character you make start off with the Attribute stats you set (1-10 system), like in Fallout 4.
Skills levels up as you use them and when you level up enough skills, you level up. Like in Skyrim.
Upon leveling up, you get an attribute perk point to be used on one of the many attribute specific perks or to increase an attribute. Like in Fallout 4.
However, as you level up skills, you also work towards a skill perk point which you can use for your skills specific perks. The skill perk point bar will be on the skills menu below the level up bar. The skill perk point bar however will be the now known Experience Bar from Fallout 4. Meaning, all of the experience you get from killing stuff, crafting stuff, completing quests, etc will go toward a skill specific perk point instead of your level. Earning skill specific perk points does go toward your level though, like leveling up a skill does...
Have whatever you use: gun, melee, grenades, etc. all go up as you use them. If they want a cap per level to make it more 'even', so be it. That way you can't just ignore leveling and be at 100% pistols right off the bat or what not, but if you want to switch to another weapon-type you could bring it up to the current cap as well.
A lot of skills 'sort of' work, but always felt a bit awkward to learn as you go. Obviously you don't NEED to do it, but if for instance you wanted to be a smith type in Skyrim, you ended up banging away forever and going straight to the cap. I'd rather have that kind of stuff tucked away in perks requiring a certain level + attributes to use vs. a time sink like some kind of MMO.
Some kind of hybrid sytem seems like it could cover the best of both worlds, though the details of course would vary person to person, I think a move in that general direction would likely be a plus regardless.
But if I have to choose?
Fallout 4's system wins, by a nose.
They didn't have best melee perk like Fallout 4 have.
https://www.youtube.com/watch?v=VOOz_fHHt0o
For example for Iron Fist, you could easily say that at level 9, 18, etc. you are eligible for another round of training to develop your skill to the next level.
My answer? Skills exist, just not the way people think about it.
But I do like the perk system so I don't have to follow a guard around for 2 hours to up my stats to complete a mission when I like to rambo or vica versa
But it's not skill-less as Bethesda put it though is it? Those "perks" would make more sense if it was renamed to "Skills" or "Abilities" and could be more immersive if training centres and certain medical procedures were implemented using perk points or caps depending on what level you are.
does ur "skill sys" has any difference?
First of all, that's stupid. In Elder Scrolls, you always had an opportunity to practice your skills, because you had your sword or your bow, and you always picked up ingredients for alchemy. Magic could be used at any time as well.
In Fallout, if you had to constantly use guns in order to level up your gun skill, that just screams poor game design, because not only would that force you to be combat-oriented, but leveling up would be super hard considering that ammo is relatively scarce in most cases.
I prefer having skills, not only because it gives the game more depth and more opportunity to roleplay, but also because it's just more fun. I'd rather have the opportunity to distribute multiple points into my various skills than only to be able to get ONE perk, that isn't even that great.