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To me it seems very unsatisfying to increase skills.
Although the system in SWG was nice where you had different kinds of xp, and gained access to new tiers of stuff. It was kind of a mix between a skill system and leveling system. I think this kind of system is my favorite.
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I chose mix. Because, I like a representation of the skills as a level.
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I voted for mix. Sometimes going from one tier to the next is too extreem in some games, I think they do it more for the pve content and less thought goes into the affect it has on the pvp side.
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If skills can be done without being ridiculously grindy (which is almost always the case), then skills are nice. I don't find levels bad either though. I think it really depends on the setting and what sort of world you are going after. Levels are a lot easier to balance in a way that doesn't create really underpowered or overpowered characters though.
Hmm, well, you CAN do the same with skills (save the underpowered/overpowered thing), but I've never seen an MMO do it. Of course, MMOs aren't that creative with experience either, unlike tabletop RPGs.
I chose Skill but this is a very good point. I still love the system SWG had, out of all the RPGs/MMO's I have played it is by FAR my favorite char progression system I have ever come across.
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I chose skill, while levels give you nice little dings skills allow for much more variety in characters abilities which keeps things interesting.
F2P/P2P excellent thread.
http://www.mmorpg.com/discussion2.cfm/thread/282517/F2P-An-Engineers-perspective.html
Need an option for "don't care," either approach can lead to a good game or a rancid turd. It's way down on the list of priorities for me.
I chose skill because it can lead to unique and diverse chars, where the level system leads to cookie cutters and min/max. I play to RP, and my skills reflect my RP.
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I like the idea of an MMO utilizing a mixture of a skill based system and a level based system. I like the verity a skill based system can provide, but also like the structure of a level based system. It doesn't have to be as simple as unlocking some skills as you level sort of thing a traditional RPG branch tree level dependate concept can be combined with a skill system. As an example a skill available since the start could have a RPG branch tree connected to it, which as one leveled points are earn which could be placed within altering or increasing utility and qualities.
That's basically how I feel. Levels are a nice way to gauge your strength.
I am going to say other,
I like characters to have a certain theme, I don't like when you can learn magic and stealth and combat or whatever. I like characters to fully emcompass their theme and not mix and match, like no necr-paladins or anything of the like. So in that sense I like classes or archetypes to force players to stick to a certain theme for their character.
But I also like gaining perks and abilities via challenges as the form of leveling. Just like in MW2 you gain perks by doing different things and perks have different levels. Your core stats never increase but you can equipe perks to boost different aspects of your character. And perks can make characters very different.
So if you combine the concepts of archetypes with perks and abilities that is what I would like most. Or in other words combine TF2 with MW2.
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