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[Brainstorm] New possible ways to level up

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Comments

  • Johnie-MarzJohnie-Marz Member UncommonPosts: 865

    Originally posted by kjempff

    About questing. Questing in itself is the core of a mmorpg, it is just some games (you know which) have trivialized it so much that the reasons has been lost, why bother when it is obviously just a timezink and not an adventure. To make questing interesting again, mechanisms that make it interested should be re-inroduced, challange and worthwhile rewards and more come to mind.

    At some point, what you are asked to do isn't so much a quest as it is a chore. Is grabbing ten pieces of fire wood really a quest?

  • ShadowVlicanShadowVlican Member UncommonPosts: 158

    Originally posted by xDayx

    I like skill-based progression systems better. For those that arent familiar. You start your character with zero in lots of skills. Lets say you pick up an axe and chop and tree. Slowly your skill in Axe Skill goes up, keep chopping and you'll see your wood lore(for that type of wood) go up, then maybe your strength goes up. So basically you 'build' what type of character and class you want. If you want to be an archer obviously you will get better by shooting your bow.

    You must have a skill point cap though or you will end up having to redo your game like darkfall did, because everyone will make a rangwarmage and master all crafts obliberating the economy.

    So you basically solve the level problem and the class problem in one full swoop with skill-based progression.

    Games that use skill point based progression are UO and many sandbox games thereafter to this day.

    I feel it is the best. I would prefer though that skill point pools are separated by crafting skill points with a cap and ability skill points with a cap instead of one huge pool that makes you choose one or the other.

    i like this idea...

    skill point cap does make sense... it's impossible to be a jack of all trades and master everything too... regression is one way to deal with this (kinda like real life where you would forget things that you don't often do)

  • ShadowVlicanShadowVlican Member UncommonPosts: 158

    Originally posted by dave6660

    Originally posted by xDayx

    I like skill-based progression systems better. For those that arent familiar. You start your character with zero in lots of skills. Lets say you pick up an axe and chop and tree. Slowly your skill in Axe Skill goes up, keep chopping and you'll see your wood lore(for that type of wood) go up, then maybe your strength goes up. So basically you 'build' what type of character and class you want. If you want to be an archer obviously you will get better by shooting your bow.

    You must have a skill point cap though or you will end up having to redo your game like darkfall did, because everyone will make a rangwarmage and master all crafts obliberating the economy.

    So you basically solve the level problem and the class problem in one full swoop with skill-based progression.

    Games that use skill point based progression are UO and many sandbox games thereafter to this day.

    I feel it is the best. I would prefer though that skill point pools are separated by crafting skill points with a cap and ability skill points with a cap instead of one huge pool that makes you choose one or the other.

    That system sounds great in theory but it gets seriously abused in reality.  Macro hitting a wall for days and voila, max skill.

    you can have the wall or object break down, forcing the player to find the next available object

  • BanaghranBanaghran Member Posts: 869

    Originally posted by ShadowVlican

    Originally posted by dave6660


    Originally posted by xDayx

    I like skill-based progression systems better. For those that arent familiar. You start your character with zero in lots of skills. Lets say you pick up an axe and chop and tree. Slowly your skill in Axe Skill goes up, keep chopping and you'll see your wood lore(for that type of wood) go up, then maybe your strength goes up. So basically you 'build' what type of character and class you want. If you want to be an archer obviously you will get better by shooting your bow.

    You must have a skill point cap though or you will end up having to redo your game like darkfall did, because everyone will make a rangwarmage and master all crafts obliberating the economy.

    So you basically solve the level problem and the class problem in one full swoop with skill-based progression.

    Games that use skill point based progression are UO and many sandbox games thereafter to this day.

    I feel it is the best. I would prefer though that skill point pools are separated by crafting skill points with a cap and ability skill points with a cap instead of one huge pool that makes you choose one or the other.

    That system sounds great in theory but it gets seriously abused in reality.  Macro hitting a wall for days and voila, max skill.

    you can have the wall or object break down, forcing the player to find the next available object

    You guys should read up about Runescape, has all (and i mean ALL) of this since 2001 :)

    A big problem on these forums is that many discussion are like people who have never tasted anything but italian food trying to invent ratatouille.

    Flame on!

    :)

     

  • LoktofeitLoktofeit Member RarePosts: 14,247

    Originally posted by xDayx

    I like skill-based progression systems better. For those that arent familiar. You start your character with zero in lots of skills. Lets say you pick up an axe and chop and tree. Slowly your skill in Axe Skill goes up, keep chopping and you'll see your wood lore(for that type of wood) go up, then maybe your strength goes up. So basically you 'build' what type of character and class you want. If you want to be an archer obviously you will get better by shooting your bow.

    You must have a skill point cap though or you will end up having to redo your game like darkfall did, because everyone will make a rangwarmage and master all crafts obliberating the economy.

    So you basically solve the level problem and the class problem in one full swoop with skill-based progression.

    Games that use skill point based progression are UO and many sandbox games thereafter to this day.

    I feel it is the best. I would prefer though that skill point pools are separated by crafting skill points with a cap and ability skill points with a cap instead of one huge pool that makes you choose one or the other.

    Skill-based progression, whether character skill or player skill, usually lends itself to more diverse paths of progression than level-based MMOs. Some of the current ways to level up in skill-based MMOs:


    • EVE Online - passive stat progression

    • UO, Free Realms - action-based stat progression

    • Puzzle Pirates - player skill rank progression

    • vMTV, EVE Online, Kaneva - social player progression

     


    Of those, the EVE Online and Puzzle Pirates methods - two polar opposites - are my favorites.


     

    There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
    "Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre

  • ShadowVlicanShadowVlican Member UncommonPosts: 158

    Originally posted by Banaghran

    You guys should read up about Runescape, has all (and i mean ALL) of this since 2001 :)

    A big problem on these forums is that many discussion are like people who have never tasted anything but italian food trying to invent ratatouille.

    Flame on!

    :) 

    too bad it looks like ass image

  • BartDaCatBartDaCat Member UncommonPosts: 813

    Originally posted by ShadowVlican

    Originally posted by dave6660


    Originally posted by xDayx

    I like skill-based progression systems better. For those that arent familiar. You start your character with zero in lots of skills. Lets say you pick up an axe and chop and tree. Slowly your skill in Axe Skill goes up, keep chopping and you'll see your wood lore(for that type of wood) go up, then maybe your strength goes up. So basically you 'build' what type of character and class you want. If you want to be an archer obviously you will get better by shooting your bow.

    You must have a skill point cap though or you will end up having to redo your game like darkfall did, because everyone will make a rangwarmage and master all crafts obliberating the economy.

    So you basically solve the level problem and the class problem in one full swoop with skill-based progression.

    Games that use skill point based progression are UO and many sandbox games thereafter to this day.

    I feel it is the best. I would prefer though that skill point pools are separated by crafting skill points with a cap and ability skill points with a cap instead of one huge pool that makes you choose one or the other.

    That system sounds great in theory but it gets seriously abused in reality.  Macro hitting a wall for days and voila, max skill.

    you can have the wall or object break down, forcing the player to find the next available object

    That would be good.  Skill gain versus difficulty of skill attempt versus object, much like similar systems implemented toward "crafting" in most of today's MMOs, but on a broader scale that affects a broader variety of skills.

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