Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Opinion: Skill-based or Level-based?

1235

Comments

  • vajurasvajuras Member Posts: 2,860

     

    Originally posted by Elikal


    Without scanning through all this, I guess a great number loves skill based. I fully understand this. My first MMO was SWG and later going to level-based felt like a limitation to me.
    But, now, contemplating it over the longer time I am pro level-based.
    The truth about the "good old" SWG times is, since time passes its all glorified and seen through the proverbially pink glasses. Sure, skill based gave us a lot of freedom. But it came at a cost. First, I never felt like "someone". I always was a jack-of-all-trades, a bit from this and a bit from that, and I never felt being in a role, like a Paladin or Rogue, which - especially as a roleplayer - gives me shape. Second, skill based is almost impossible to balance. In SWG some skill trees were really uber. The Teras-Käsi (a kind of martial arts) in SWG was WAY too strong, while my poor pikeman was quite on the lowest end of the ladder.
    So yes, changing SWG from skill to level, into REAL classes which you FELT like, was good. I finally felt like playing a role, and now after time I also think the class balance is WAY better than in the pre-NGE times. I havent played any other skill based MMOs since then, so I only have this example of which I know from playing SWG many years.
    Sure, a level based game needs good skill trees and specializations not to be too boring, it needs many and good ones. Thats a reason I never got into Vanguard, because I felt they were too generic. EQ2 now has a fairly good system. Never played WOW long enough to judge, but my friends say the skill system is ok, its more the players are too narrow-minded in WOW, so many chose all the same skills.

     

    edit- hm, didnt play old SWG so maybe I shouldnt comment on that one.

  • vajurasvajuras Member Posts: 2,860

    Originally posted by Fifthred

    either / or for me, cause regardless as people say "i don't want to be a clone" Skilled based just becomes a copy and paste after the best builds are created.
    um that happens in Class based games too way worse. go play City of Heroes where some combos standout for both PVE/PVP. its a problem with Balance not related to skill of class based systems per se.

    look at WoW last time I studied the stats about 2 months ago Night Elf Hunter was the most popular class by a huge margin across PVE/PVP servers. Min/Max can happen in both systems

     

  • I go with both...such as Guild Wars 2 says they will offer. In guild wars 2, you will be able to go to a very high level, but will also portray the same skill based system that guild wars 1 offers.

     

  • Flyte27Flyte27 Member RarePosts: 4,574

    Hunters or Rangers are always popular in every game I have played weather it be skill or level based.  People seem to like playing that ranged, stealthy, offensive type of character.  Even in UO a lot of people took bow skill along with magic.  EQ had a lot of Rangers when I played that even though they were a terrible class.  They also had a lot of Beast Lords. 

  • vajurasvajuras Member Posts: 2,860

    Originally posted by EggFtegg

    Originally posted by daarco
    Classes and levels should never have been in MMOs from the beginning  Its a strange system to help children get started, but a mature player need the freedom and challence to make up his own way. 
     



    I don't agree that the class system is specifically for children or people new to the genre. The class system came from tabletop RP games such as D & D. As was pointed out earlier, it has a lot of scope for team play - each player bringing different skills to the team. The problem with such a system in MMORPGs is that the whole mechanics are different. Table top games are played in a small group and people will often have different characters - and as they're sitting round the table with you, you know the player is the same person, but they're now using a different character. Most D & D players will have several or many characters that they use at one time or another, and often only for a particular campaign.

    This can work out fine in MMOPRGs of a closer nature to the tabletop games, but for most of these games, making a new character will mean just going through the same scenarios and quests again, but with slightly different skills - and that has a pretty limited appeal.

    Ideally, most players in MMORPGs will have just the one character, and if that's the case then they will want to be able to try out as many different skills as possible with that character, and not be limited in their options.

    At the same time, having a system which allows someone to gain every skill eventually will mean that the older characters will all have the same abilities (unless it takes 10 years solid playing to get all the skills).

    So, for me, I would prefer to have a fairly open skill based system, but with certain limits - so for example learning one skill prevents you from learning a certain other skill. This would mean that players will always have need of eachother's skills.

    Probably the best system I've seen of this is what is being called a "hybred" - it seems to me that we're only calling it that because we first defined the two systems (and I would no more call it a hybred than calling a middle of the road politican a hybred of communist and capitalist). Anyway it works as follows:

    All players have a certain number of skill trees available to everyone. Each of those can be advanced in, gaining a variety of skills associated with that tree. (For example Farming/Labouring tree with skills for resource gathering - at higher levels you get to be able to harvest harder or rarer resources).

    Then there are specialist skill trees which you can only gain by joining a certain guild or class. A character can only be in one class at a time, but can leave and join another (but loses the specialist skills by doing that). These classes will provide certain crafting skills and combat skills unique to that class.

    I think we're all getting hung up on the fact a 'pure' skill based game can lead to us all having the same abilities

    look at EVE, sure everyone can end up with same skills yes? But will you use them all? Heck no. And thats what should define my character- my player skill and how I use my powers. Thats really all that should matter- how I play

    Its okay for each player to end up with thousands of skills at the end of a week,month, 40 yrs, whatever. What should matter is how I use my skill, which ones I choose to use, etc

    also, if people had 3,000 skills no way to use them all in a single encounter right? So players will end up choosing their favorite powers in the end regardless.

    The key is to account for the 'uber' player and balance for that like FPS / RTS games have been doiung for years and years

  • Devildog1Devildog1 Member Posts: 494

    Skill based is the way to go so long as you have the option to drop skills you find unusefull.

  • ShorunShorun Member UncommonPosts: 247

    Skill based. But developers won't do it, because you can make 100 levels that are all the same with every 4th quest is the same, just with other names. Skills don't work like this. The developers do what the other developers do or what is the easiest. When developers don't make skill based MMORPGs, players will play the others. It's so easy and so stupid too. Lets say a team of 20 developers would make a good game, skill based,  publishing by NCsoft, advertisement here on mmorpg.com and at some other sites. Only how much replied here with "I want skill based" in short time! This game would be innovative and good, It would have thousands of players. But why!? It's easier to keep linear and the players will play it too. But this, I hope, won't keep forever. I hope there will be changes: Darkfall, W.A.R., Tabula Rasa, AoC and Spellborn, I hope you*ll be different.

  • vajurasvajuras Member Posts: 2,860

    I'm disappointed most of the posts not one of them mentioned Crackdown (besides mine). to be honest the actual story wasn;t the strong point but what was strong was the sandbox elements and how u gained your skills. It felt so natural seriously I didnt even 'realize' I was playing a skill based RPG. you would earn better jump abilities by jumping around from building to building collecting the orbs. you gain strength by picking up cars and tossing them or just manhandling the badguys. you earn better driving skills by racing your car and performing stunts.

    you also earned better firearms for jumping in the air, shooting the people and doing stunts in the process

    it was a skill based system but rewarded you for your player skill and problem solving. and top it all off it was a coop RPG you could play with others.... Vets and newbies can play that game together and just have fun. sure maybe the vet might jump across a few buildings and the newbie mightr plunge to his death lol but it was great fun

  • BoneflowerBoneflower Member Posts: 91

    Skill-Based...

     

     

  • supaman007supaman007 Member Posts: 3

    I vote skill based.

     

    I really like mmorpgs that offer a lot more than fighting alone I also want some other things to do like mining, etc.

    I know is not that good but I like how skills work at runescape even if you're not a member you still got loads of things to do

  • TsiyaTsiya Member UncommonPosts: 280

    Skill based.

     

    UO tailor/bard/macer on the same character? do it!

    SWG pre-NGE medic/CH/dancer/pistoleer? do it!

     

    Long Live the True Hybrids! Sandbox MMO's are the most fun you can have with your armor off.

    image

  • WizardryWizardry Member LegendaryPosts: 19,332

    To the original poster.

    You as many others are so fooled into thinking one isn't the exact same as the other.They are both ranked on progression in the game.The game won't allow a noob to be able to have top of the line skill base or level base,you have to progress through time to achieve it.They merely use a different word to achieve the exact same thing.

    You get your new spells at a newly acquired level or you get a higher level of magic attack,there both the same end result.As you progress through the game the next tier is slightly stronger than the last tier.Sometimes as you pregress they introduce a new line of spells or a new tier of magic/defensive abilitites.This again is still the same end result,wich is to gain a slightly new spell or ability that is slightly stronger than the last,or corresponds to equalling the playing field as other players achieve there new line of abilities or spells.This can also correlate in a fully PVE game,where you would attain new abilities or spells that correspond to the new wave of mobs you will be facing as you have progressed through the game.If i didn't come across clear enough ,here's a simple example>>>your a noob in a noob zone,you have attained the ability to weild 10pts damage but the mobs only have hit points of 15.As you progress through game they give/ you or you have attained the ability to wield alot more damage like say 500 but the mobs now have 800 hit points.It all evens out weather you want to call it skill based or level based matters not.

    End result is the exact same thing,we havnt seen a truly skill based system yet, where thinking over rules weapons/gear/and time spent.Thinking in a game is the only way you will be able to differentiate one game from the next,as i have said they all fall into the exact same formulae's ,they just use some different terms.

    Never forget 3 mile Island and never trust a government official or company spokesman.

  • Death1942Death1942 Member UncommonPosts: 2,587

    skill based.

     

    it just makes the game so much more fun and relaxing

    MMO wish list:

    -Changeable worlds
    -Solid non level based game
    -Sharks with lasers attached to their heads

  • GamerAquaGamerAqua Member Posts: 17

    i say Skill Based, with some lv. based, a mix is good 

    image

  • wjrasmussenwjrasmussen Member Posts: 1,493
    Originally posted by ownedyou1

    Skill Based , I don't want to be a clone!



    I want to be my individual character!



    I want to be a ... creature handler..



    RIP SWG.

    Just like everyone else.

  • joeybootsjoeyboots Member UncommonPosts: 628

    Both could turn out sucky, if the implemention is wrong. But either can be great if done right.

  • M1sf1tM1sf1t Member UncommonPosts: 1,583


    Originally posted by Jack_Target
    Skill levels are best because (in Eve Online):
    1) You have more freedom to choose what you want to be.
    2) You can think of a combination the developers never considered! A good example is the 'nanophoons'.
    3) You never 'max out' - it's an on-going story of adaption (e.g. you don't hit level 70 and realise that's it). I'm really looking forward to how my avatar will turn out after five years of skill experience! Amazing! Think of that!!
    4) Although 'cookie-cutter' set-ups can happen (e.g. blasterthron), you can tweek things in many ways to match your style 100%.
    5) You build on yourself, so it's an on-going story (e.g. "Oh good! I can buy a cheap ship because of the old days when I used to be a trader!")
    6) Developers can introduce new skills and everyone can benefit if they so choose - e.g. there is no having to start again if you really wished you had been a warlock rather than a druid (sound familiar anyone?!)
    7) If you're busy moving house or revising etc. you can still increase your skills offline.
    What more reasons do you need?!


    QFT

    Games I've played/tried out:WAR, LOTRO, Tabula Rasa, AoC, EQ1, EQ2, WoW, Vangaurd, FFXI, D&DO, Lineage 2, Saga Of Ryzom, EvE Online, DAoC, Guild Wars,Star Wars Galaxies, Hell Gate London, Auto Assault, Grando Espada ( AKA SoTNW ), Archlord, CoV/H, Star Trek Online, APB, Champions Online, FFXIV, Rift Online, GW2.

    Game(s) I Am Currently Playing:

    GW2 (+LoL and BF3)

  • Tutu2Tutu2 Member UncommonPosts: 572

    Skill-based please, since there aren't any really good skilled-based MMOs out right now that isn't EVE, which isn't to alot of people's taste. The gameplay would end up alot deeper and we can truly tinker our characters just the way we want to....although I'm guessing it would be a nightmare to balance properly.

  • xanarotxanarot Member Posts: 26

    Originally posted by Gameloading

    Level based, Imo. Everybody knows his role, and right from the start  of the game its clear what your character is going to do in a group. Its also much more easy to balance.
    im sorry, but i read this comment on the first page and couldnt resist quoting it.

    WoW, the almighty game (at least till the new games like WAR, TR, PotBS come out), has an insane budget and strict  class system... but this is how it works;

    Priest - the pure healer class so to speak - may barely ever heal because their heals suck and their dps is that much greater.

    Paladin - the "weaker" warrior with heals- isnt allowed to dps at all, but must always go for the pure healing setup.

    Now, if WoW with its 2 or 3 years that the game is running now still has not been able to fix such a problem or balance it in any way... why should starting game developers suddenly be able to?

     

    Now if you would take GW, it has a somewhat class system but allows everybody to be any class combo (2 classes per character, 1 fixed and 1 can be altered at will, so you could say there is no "class" as 1 character can be everything) on a single character has a tremendously good balance.

    For example, the healer class -the monk- has never been replaced by a different healer in terms of which is better. Nearly all classes can heal pretty fine, but they are far supperior as they should. Same goes for every other class there even tough the high level of customization (do you spell it like this?).

     

    They are both (wow and gw) running for about the same duration, the game costs the same, but GW is f2p after buying the game and WoW has subscription so there is a HUGE difference in budget in favor of WoW (think towards millions difference... on a monthly basis!). This clearly shows that the design of the game is more important to balance then budget of any kind, and that a less specific environment makes it easier to keep everything balanced.

    So both in terms of how well things can be balanced, as well as in terms of how unique a character can be, the skill-based is better in both area's. Now if you see the improvement in freedom to players and less class restriction in gw vs wow... just imagine how much better it will be for a game that is completely without bonds.

  • McGruggMcGrugg Member Posts: 60

    I see where your coming from but, what if I don't want to run around whackin' stuff with a sword or a spell?  In my opinion an mmo should be more than 'find x mob, kill x mob, find another, eventually level - get access to new defensive/offensive capabilities, rinse and repeat till cap, then do the same grinding for items'

     edit - replying to wizardry's post, can't figure out how to quote him ;p

  • CavadusCavadus Member UncommonPosts: 707

    If you chose classes/levels you should be shot.  Whenever a new MMORPG is announced the first thing I do is check if it will include levels and classes.  If it includes either or both I immediately forget the game ever existed.  I hate them that much.

    image

  • VadenVaden Member UncommonPosts: 145

     

    Originally posted by joeyboots


    Both could turn out sucky, if the implemention is wrong. But either can be great if done right.



    so very tru... and balance issues.. that depends on the Devs, how much they kare about the issue and if its even fixable w/o rewriting some ton of code that could cause more problems/bugs

     

    I play ArchLord and its not much to worry about. You do learn skills, you cant pick everything due to gimping your self if you do but you kan select skill you enjoy or ur "build" as people say.

    I've played 9Dragons too.. its level up system is WWWAAAYYYY to hard. Skill level up by using them but some useful skills are spam'd like other and level up slower. You could train them (stay online all day using that skill i.e. buff in one spot till it levels) but if you kant play often then you're gimped and will cause balance issues between the casual gamer and the addicted gamer.

    I've never thought about the diff in the two.. I guess you mean a game were all skills are given to you as you reach a certain level vs buying or learning a skill from a NPC Trainer and leveling that up either in combat or threw skill points awarded at each level.

    I know its another were there are no levels, just skills you use and the more u use them the stronger you are. Maybe swinging ur sword more raises your sword combat skills and by chance also raise your STR and HP so that will effect what armor you kan handle.. not to say you kant wear it at the current level but it may be a negative side effect. I've seen games like that as well, or with that feature built in.

    I like being able to pick my skills though, give me a feel of some options.

    Games I've Played: SilkRoad, Flyff, NeoCron, PlanetSide, Rapplez, UpshiftRacer, Drift City, TB, Kwonho, ArchLord, AoA, Exteel, WolfTeam, Shaiyan, WoKF, FFXIV, STO, KoTR, ESO, Defiance, Mabinogi

    Games I'm Playing: Warframe/STO

    Games I'm Pondering: The Secret World

  • mindmeldmindmeld Member UncommonPosts: 229

    General speaking i prefer a mmorpg where you get stronger by lvling of course in the end it depends how the game is built if you like it or not.

     

    -Semper ubi sub ubi!
    always wear underwear

  • ForcanForcan Member UncommonPosts: 700

    Originally posted by Wizardry


    To the original poster.
    You as many others are so fooled into thinking one isn't the exact same as the other.They are both ranked on progression in the game.The game won't allow a noob to be able to have top of the line skill base or level base,you have to progress through time to achieve it.They merely use a different word to achieve the exact same thing.
    You get your new spells at a newly acquired level or you get a higher level of magic attack,there both the same end result.As you progress through the game the next tier is slightly stronger than the last tier.Sometimes as you pregress they introduce a new line of spells or a new tier of magic/defensive abilitites.This again is still the same end result,wich is to gain a slightly new spell or ability that is slightly stronger than the last,or corresponds to equalling the playing field as other players achieve there new line of abilities or spells.This can also correlate in a fully PVE game,where you would attain new abilities or spells that correspond to the new wave of mobs you will be facing as you have progressed through the game.If i didn't come across clear enough ,here's a simple example>>>your a noob in a noob zone,you have attained the ability to weild 10pts damage but the mobs only have hit points of 15.As you progress through game they give/ you or you have attained the ability to wield alot more damage like say 500 but the mobs now have 800 hit points.It all evens out weather you want to call it skill based or level based matters not.
    End result is the exact same thing,we havnt seen a truly skill based system yet, where thinking over rules weapons/gear/and time spent.Thinking in a game is the only way you will be able to differentiate one game from the next,as i have said they all fall into the exact same formulae's ,they just use some different terms.

    I do know that class/level and skill based are essentially the same idea, but they function differently if you look closely.  For example, in a strict class/level system, the levels dictate how powerful you are, and it will create gaps between players.  Whereas for skill-based system, the higher into the trees you go won't necessary create the gap (it all depends on how the trees are designed).  Of course, there are similarities between the system, but in essence, they can and will function differently if implemented correctly.

    There are more to it than what I've mentioned, but class/level and skill based are both a system of progression.  You may see them as the same (they are similar in that they are both a progression system with ranks, but they differ in their function, and what they offers).

     

    I don't think people are fooled by that idea, but there are those like me who think more detail into the actual design of the system rather than just stop at the general idea of the system.

    Current MMO: FFXIV:ARR

    Past MMO: Way too many (P2P and F2P)

  • howitzer1howitzer1 Member Posts: 109

    Originally posted by Forcan


    I think to some degree this topic has been covered before in the discussion, but I want to know the reason behind everyone's choice, so here it is again (I'm a GSP student in DeVry, and this is basically what I'll use to get some idea to help me shape my own game idea.)
    Which would you prefer in your MMO, and why?
    Skill-based:  No preset class and stats, and no character level.  You just learn the skill, and improve it by keep using it and/or xp collection to get to the next skill level.  You can choose your own role in group combat and solo combat.
    Level-based:  With preset class and stats, and character level.  You will know your role better, but you can't really change your role at all.
    I want to know the reason for the choices you guys have, so keep them coming.
     

     

    Skill based. Level based is old news. Skill based simulates the real world better.

Sign In or Register to comment.