Watching this video about Fall Out: New Vegas. Never played a Fall Out game but I enjoy hbomberguy's content.
There's a three minute segment (if it doesn't start there, it begins at 19 minutes) where he talks about perks in the game. Perfectly explains the difference between Fall Out 3 and New Vegas and how perks were changed. Rather than just skill boosts ('vertical progression') NV has 'horizontal progression' which opens up 'a new thing they can do'. So, you don't just put more points into a skill you are levelling up. Recommend watching it, even just the 3 minutes about perks.
With some exceptions, that's mostly how perks work in Cricket 19. I really like the inclusion of perks but have always felt just boosting skill is not particularly engaging.
I've not played career mode so only consider perks in relation to AI players. So, I'd be interested to hear from career players (@GuyIncognito I know you are 100 rated l33t gamer) about that experience of developing your player. How perks work is actually one of the things that puts me off starting career mode because it seems to just be a grind for more skill points. Whereas what I'd like is the chance to go in and create radically different types of players with creating more unique/individual AI player as an extension of that.
Thought it'd be fun to come up with a list of similar perks that follow the idea of 'horizontal progression.' So no skill increase - unless you reeeaaalllllly think it's gonna add something. (My thread my rules). I'm thinking related to the in game mechanics (confidence, timing, general game events, things that aren't present and certainly from a tactical and strategy side).
So basically anything that might make you really want to add that to your player in career mode or slap onto an AI player. I suppose from a career player perspective what would add interest when you are creating and developing your player. From an AI player perspective (looking at those who have created lots of players too @blockerdave @gleeso73 @Mouseydread et al) what would excite you, as a perk, to see in the game that you could add to a player?
Couple of starters here for what I'm getting at:
Perk name: Insight
Player type: Bowler
In game effect: Beyond basic weaknesses you get more information on the batsman at the crease - basically the opportunity to uncover more than one strength and weakness. Or an actual strategy hint like you might get from a data analyst. E.g. Suggested plan: bowl full and straight / try putting in a short cover (watch out Jos Buttler).
Counter effect:
How to unlock: Take a 10-for in a match
Context: I think building an actual strategy is not really something that the game has and bowling tactics can feel performative. E.g. is there any real impact to me bowling seam up on a good length or would it be equally effective to just bowl Yorkers. So I'd this as not only looking to build on the idea that strategies/plans are a thing but also increase information you get.
Another...
Perk name: Talisman
Player type: Any (possibly for all players, as a sort of star man, or purely limited to being a Captaincy role)
In game effect: If you play well (e.g. score 100 or take several wickets, or catches if you're in the field/WK) then the confidence of your team is raised. So they might bowl better bat better, be less likely to drop catches. Basically your team gets inspired by their captain leading by example.
Counter effect: If you do poorly (get a low score, drop a catch, have a high economy or concede lots of extras) then your team is more likely to perform poorly as a unit; more increased chances of dropping catches, seeing a batting collapse or bowling poorly).
How to unlock: Win a domestic trophy as a captain
Context: Really feel as though this would give you more incentive and interest in the role of captain (might be wrong). Equally playing against a 'talismanic' captain it would give you that sense of excitement if you get, for example, Virat Kohli cheaply, the knowledge that the rest of the batting line up might fold quickly (not every time, and not always for 36).
You could have an inverse of it too; when your team is up against it you get Stokes like confidence to overturn the dire situation.
I could honestly do this all day and have tonnes but wanted to see if we could as a community come up with some more. No idea the plans for perks if they would stay the same or become more 'horizontal' but I thought it might be fun to throw around some ideas. We might come up with some genius ones that BA cannot resist adding.
There's a three minute segment (if it doesn't start there, it begins at 19 minutes) where he talks about perks in the game. Perfectly explains the difference between Fall Out 3 and New Vegas and how perks were changed. Rather than just skill boosts ('vertical progression') NV has 'horizontal progression' which opens up 'a new thing they can do'. So, you don't just put more points into a skill you are levelling up. Recommend watching it, even just the 3 minutes about perks.
With some exceptions, that's mostly how perks work in Cricket 19. I really like the inclusion of perks but have always felt just boosting skill is not particularly engaging.
I've not played career mode so only consider perks in relation to AI players. So, I'd be interested to hear from career players (@GuyIncognito I know you are 100 rated l33t gamer) about that experience of developing your player. How perks work is actually one of the things that puts me off starting career mode because it seems to just be a grind for more skill points. Whereas what I'd like is the chance to go in and create radically different types of players with creating more unique/individual AI player as an extension of that.
Thought it'd be fun to come up with a list of similar perks that follow the idea of 'horizontal progression.' So no skill increase - unless you reeeaaalllllly think it's gonna add something. (My thread my rules). I'm thinking related to the in game mechanics (confidence, timing, general game events, things that aren't present and certainly from a tactical and strategy side).
So basically anything that might make you really want to add that to your player in career mode or slap onto an AI player. I suppose from a career player perspective what would add interest when you are creating and developing your player. From an AI player perspective (looking at those who have created lots of players too @blockerdave @gleeso73 @Mouseydread et al) what would excite you, as a perk, to see in the game that you could add to a player?
Couple of starters here for what I'm getting at:
Perk name: Insight
Player type: Bowler
In game effect: Beyond basic weaknesses you get more information on the batsman at the crease - basically the opportunity to uncover more than one strength and weakness. Or an actual strategy hint like you might get from a data analyst. E.g. Suggested plan: bowl full and straight / try putting in a short cover (watch out Jos Buttler).
Counter effect:
How to unlock: Take a 10-for in a match
Context: I think building an actual strategy is not really something that the game has and bowling tactics can feel performative. E.g. is there any real impact to me bowling seam up on a good length or would it be equally effective to just bowl Yorkers. So I'd this as not only looking to build on the idea that strategies/plans are a thing but also increase information you get.
Another...
Perk name: Talisman
Player type: Any (possibly for all players, as a sort of star man, or purely limited to being a Captaincy role)
In game effect: If you play well (e.g. score 100 or take several wickets, or catches if you're in the field/WK) then the confidence of your team is raised. So they might bowl better bat better, be less likely to drop catches. Basically your team gets inspired by their captain leading by example.
Counter effect: If you do poorly (get a low score, drop a catch, have a high economy or concede lots of extras) then your team is more likely to perform poorly as a unit; more increased chances of dropping catches, seeing a batting collapse or bowling poorly).
How to unlock: Win a domestic trophy as a captain
Context: Really feel as though this would give you more incentive and interest in the role of captain (might be wrong). Equally playing against a 'talismanic' captain it would give you that sense of excitement if you get, for example, Virat Kohli cheaply, the knowledge that the rest of the batting line up might fold quickly (not every time, and not always for 36).
You could have an inverse of it too; when your team is up against it you get Stokes like confidence to overturn the dire situation.
I could honestly do this all day and have tonnes but wanted to see if we could as a community come up with some more. No idea the plans for perks if they would stay the same or become more 'horizontal' but I thought it might be fun to throw around some ideas. We might come up with some genius ones that BA cannot resist adding.
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