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Skill System: Spend skill points, or use skills to increase them?

gillvane1gillvane1 Member, Newbie CommonPosts: 1,503
It seems like there are two ways you can design a skill system.



1. You earn skill points. When you earn enough skill points you can spend them to either increase the effectiveness of a skill you already have, or you can purchase a new skill. If I'm not mistaken, this is sort of how Knights of the Old Republic (Star Wars) worked.



2. The other system is whatever skill you use increases. If you swing your sword , your sword swinging skill gets better. If you shoot fireballs spells, your fireball spell gets better.  This is how Dungeon Siege worked.



If you want a skill system in the game, instead of a level system, which one would you prefer?

Comments

  • uruku_xuruku_x Member Posts: 129
    #2. It makes sense.

    They came from the sea and they came from the sky, Captain America is going to die!

  • ForcanForcan Member UncommonPosts: 700

    I would want a Skill system where you use specific items/equipment to get better at it.

    I would have imagine that the combination of the two is good. (i.e. you have skill points, you use it to learn skill, and use the skill to get better at it)

    There's many talk to skill-based system, and for me, the idea of a skill system is that you learn skills (through skill points building your template), and using the skills (improve the base stat of the skill or your character's base stat.) 

     

    Current MMO: FFXIV:ARR

    Past MMO: Way too many (P2P and F2P)

  • MrbloodworthMrbloodworth Member Posts: 5,615
    #2

     

    However, use based individual skill improvement, and skill points for buying additional skills.

    ----------
    "Anyone posting on this forum is not an average user, and there for any opinions about the game are going to be overly critical compared to an average users opinions." - Me

    "No, your wrong.." - Random user #123

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  • AelfinnAelfinn Member Posts: 3,857
    I feel that a combination of the two works best, with points being chosen for basic/passive skills/attributes and perhaps choosing new active skills and active skills/feats being advanced as you use them.

    No man is an island, entire of itself; every man is a piece of the continent, a part of the main. any man's death diminishes me, because I am involved in mankind, and therefore never send to know for whom the bell tolls; it tolls for thee.
    Hemingway

  • seabass2003seabass2003 Member Posts: 4,144

    I would like to see a system that uses both.

    In America I have bad teeth. If I lived in England my teeth would be perfect.

  • MrbloodworthMrbloodworth Member Posts: 5,615
    Originally posted by Forcan


    I would want a Skill system where you use specific items/equipment to get better at it.
    I would have imagine that the combination of the two is good. (i.e. you have skill points, you use it to learn skill, and use the skill to get better at it)
    There's many talk to skill-based system, and for me, the idea of a skill system is that you learn skills (through skill points building your template), and using the skills (improve the base stat of the skill or your character's base stat.) 
     
    AKA = SWG-pre-cu

    ----------
    "Anyone posting on this forum is not an average user, and there for any opinions about the game are going to be overly critical compared to an average users opinions." - Me

    "No, your wrong.." - Random user #123

    "Hello person posting on a site specifically for MMO's in a thread on a sub forum specifically for a particular game talking about meta features and making comparisons to other titles in the genre, and their meta features.

    How are you?" -Me

  • LordSlaterLordSlater Member Posts: 2,087

    Eve used to ahve system 2 in it you know and a big problem showed up so i shall illastrate it in a example below.

    If you wanted to get really good at sword use make a macro that lets you swing yuor sword automatically at a tree. Leave long enough any you get skillpoints to destribute. Or if you couls for example harvest trees for wood make a apropriate amcr find a big forest in newbie land and leave the macr running overnight when you wake up you will get a lot of free skillpoints to put into where you want.

    Basically in eve when this system was tried out people would just get ther ships out to randomly warp around the palce to increas ethere warp skills. Or they would constantly mine the cheap ore to increase there mining skills.

     

    You see this system is too easy to abuse so id go for system 2

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  • XApotheosisXXApotheosisX Member Posts: 277

    SWG pre-nge system

    so probably number 2 where you gain skill as you use it.

  • KyernaKyerna Member Posts: 119


    Rather a combination of the two.



    The more I practice with my sword the more adept I should become at it, but it should be my choice if I'd train on speed, strength or accuracy and weaknesses in the opponent's armour.



    On top of that I'd actually like to see a system that rewards clever play and skill use or efficiency than just time spend.
  • paulscottpaulscott Member Posts: 5,613
    lesson base pwns all.  do what ever is fun to you, then use your lessons learning from a human(so they get a slight learning bonus also, while you get a slightly better one) or a npc.  use the lessons on whatever you want :)

    I find it amazing that by 2020 first world countries will be competing to get immigrants.

  • FreddyNoNoseFreddyNoNose Member Posts: 1,558
    Originally posted by uruku_x

    #2. It makes sense.
    How do you get new skills if you can't currently use a skill?
  • The user and all related content has been deleted.

    image

  • SamuraiswordSamuraisword Member Posts: 2,111
    No 2 choice doesn't work without some kind of opportunity cost, or everyone will be the same, which defeats the purpose of a skill based system. If everyone has access to every skill, then no one is unique. You need a system where you have to choose a limited amount of skills at character creation and then you can increase them with usage.

    image

  • AelfinnAelfinn Member Posts: 3,857
    Originally posted by Samuraisword

    No 2 choice doesn't work without some kind of opportunity cost, or everyone will be the same, which defeats the purpose of a skill based system. If everyone has access to every skill, then no one is unique. You need a system where you have to choose a limited amount of skills at character creation and then you can increase them with usage.
    No one ever said that it would necessarily come without opportunity cost. If there are classes, each might have a set of skills and some universal ones. If there are no classes, simply make the "cost" of investing in skills go up based on a character's total number of skill advancements regardless of field, lets say you have skills A,B, and C. A is at 5, B at 10, and C at 0. C will cost as much, or nearly as much to advance as A or B, said cost in turn is much more than it would have been to advance when all skills were still at 0. If balanced right, a character can invest in a relatively small speciality of skills without the cost being too prohibitive, but will quickly find himself overwhelmed if he/she tries to become a master of all trades.

    No man is an island, entire of itself; every man is a piece of the continent, a part of the main. any man's death diminishes me, because I am involved in mankind, and therefore never send to know for whom the bell tolls; it tolls for thee.
    Hemingway

  • freebirdpatfreebirdpat Member Posts: 568

    Combination of both with some questing involved to gain new skills.

  • FreddyNoNoseFreddyNoNose Member Posts: 1,558
    Originally posted by Samuraisword

    No 2 choice doesn't work without some kind of opportunity cost, or everyone will be the same, which defeats the purpose of a skill based system. If everyone has access to every skill, then no one is unique. You need a system where you have to choose a limited amount of skills at character creation and then you can increase them with usage.
    Exactly!
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