In sum: there are not enough perks, too many of them seem too inconsequential and/or not distinctive enough, and there are not enough “real choices” to be had. Actually not so much the “system” as the specific content of the perks and how they influence game play. With that said: one of the design elements of the game which I find less satisfying, and also potentially quite moddable (even with the currently somewhat limited options we seem to have for modding) is the perk system.
Just speculation, but Skyrim’s elongated sales tail certainly must have benefited from the hundreds of thousands of mods made for that game?
If an extensive degree of modding with an easy to use and well-documented SDK become a thing, I suspect the game might well double or triple its total units sold in coming years. In case it isn’t clear from my post history on this board, I adore this game and think it might be the best game I’ve played in years. How does one create a brand new perk? It seems that perkaholic did this, but I’m not sure how the “GUID” numbers get generated, or if there are other intricacies to getting a brand new perk to function in the game. What are the current resources available for knowing the keywords or “implementations” that are available? For example, I am curious if it is presently possible to assign an effect for a perk that doesn’t seem to be used in any of the existing ones, such as: you gain 50% more XP whenever you gain XP for insert stat or skill. The topline summary for my post are two questions: