Which do you Prefer? Me personally after 3 years playing mmo's i'm frankly tired of levels and i think they're a cheap way to design a combat system. i'm sure its the easiest way to design a game, less time = less money but, i think a skill system further sets apart a game from the rest of the mmo's and creates more of a diverse system than obtaining your next level.
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both, an integrated system where levels provide bast stats and then skill levels allow a more cutomizeable oucome.
although a system like swg in which a crafter can skill up completely without leving (in my oppinion) makes this a terrible game. (i havent played swg in a while... it might have changed.. so feel free to correct me if i'm wrong.)
World of Darkness its coming are you excited?
Skills are so much more fun..
Then u have to train certain skills to get good in them and not just pwr lvl ur char up..
Love the skills in Uo... When u make a character and hes not bonded to do as u choose in beggining.. Like in other games u maby choose a mage and then when u lvled up u change ur mind.. then u cant drop the skills u obtained and have to make a hole new char.. In uo u can make everything with the one char u make frombeggining if u wanna retrain everything:-)
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i perfer skills because i get to choose exactly what my toon can and cant do i feel as though i have more controll over my toon DEF Skills
They aren't mutually exclusive. Neocron has a decent hybrid system. I can't say that it is balanced awesomely but all the tools are there to make it "balanced" whatever that means.
But I personally prefer open systems which tend to be skills based. However I really like the Guild Wars system too.
I like both game mechanics, provided they are done well.
I would say both. and level caps are getting sorta out of hand. almost every mmo has a level cap 50 + , these mmo makers need to think of something new like maybe level cap 20 then get a skill system in also then maybe some sort of aa skill tree, then for the final touch maybe perma death, But thats just me wishing for something differnt. I would also love to see a Good sci fi mmo since no one has really did one right yet.
I guess for me it's not as simple as enjoying one over the other. I like both so long as the game works well with it and it enables me as the player to have fun.
For example, I think a game like Saga of Ryzom works really well with it's cross between class and skill system.
Then EQ2 is great with it's classes.
It's all a matter of perspective and what works best for the game, for me anyways.
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Skill based system for me because I feel that they are more conducive to MMO's that do not rely so heavily on itemization and grinding out levels.
Level based games have their place; unfortunately they are the definite majority. Their gameplay is usually heavily focused on character development yet there is often a level cap. So you have a persistent online world yet at some point your character stops developing. IMO devs that use this model should really be making games without level caps where progressively higher level content is added with patches and expansions.
I want both!
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generally most people i know prefer skill based but all agreed it usually ends up in feeling like level based or resulting in a cookie cut template that everyone and their cat copies.
Hey Tinybina!
My vision for the most emotionally satisfying skill system is a hybred of...
Project Entropia: when you use a skill it grows stronger and stronger; this gives the player a steady stream of "dings" instead of one big "ding" every once in a while...and over time, and with the right combination of skills, you can unlock "secret" skills which you can then develop.
EVE Online: sleep learning...By itself it's not good, but in combination with the others it's perfect.
Fallout Tactics: finding single use books that give the player some % skill increase.
Anarchy Online: receive training from other players. You could also have quests to find masters/gurus.
It would only take an extra 5-6 math nerds and a few odd designers to implament this system and balance it...
I don't think that is what the OP was referring to. Games like AC2 and WoW had/have have both so to speak but ultimately what skills are taken is enabled by your level or XP; levels are the backbone of character development in these cases.
I think what was implied was a skill system being like UO's where one advanced all of their skills continuously by using that particular skill, not by killing mobs and allocating awarded XP.
These two cases are bascially mutually exclusive.
Also the self-healing/healing issues need to be addressed, they make combat dull and repetative...
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Same shit... what matters is that pvp is based on "player skill" more than level/equipment.
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Skills allows more personal characters. Sure, there will be FotM. There always will be. But those seeking their own path, will be greatly rewarded.
The best hybrid i've seen, was neverwinter nights. That's just third edition DnD, but with both skills, feats, multiclassing(Up to 3 different classes), racial bonuses, and(later on) prestige classes. I made a figther/Wizard on my PW of choice, which formed out pretty well. With still spell and combat casting, he could cast spells when it was desperately needed in combat(Wearing full plate, tower shield.. And a whip). Pre-battle he could buff himself up, as well as summon a familiar(A fair bit to choose from, every single familiar having it's own strength and weaknesses. The pixie could find traps and do sneak attacks, the fire mephit could launch fireballs and had a decent damage reduction(4/1 i think it was), and so on). The whip itself gave me the ability to disarm mobs/players. A pure figther would probaly smack him down in combat. A pure wizard would probaly smack him down in combat. But, he was a hybrid, with great utility. This kind of utility is what many MMORPGs lacks.
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