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12/16/09 12:33:01 PM#101
Interesting, I am one step away from clarifying my idea ;p. My idea of a good skill system is basically a class based system backwards...I know XD
The thing that the skill based system has is exactly what you said, the character experienced a little bit of warrior and is fine with it, but doesn't want it to be his main focus, so he changes to learn a few archer abilities, he then realizes he loves sniping people and hiding from afar so he chooses to specialize in that role and leave warrior as a secondary skill. In a class based system you would be forced to play as a warrior as your primary role, but in skill based system you could choose your primary role over time after tasting every skill, this could easily be done if for each 5 levels you advanced, you could choose to RELOCATE a skill point you might not like, maybe you tried out warrior, archer and mage, but you decide to stick with 1st -archer/ 2nd -mage, so you use your relocating items to relocate a few points from warrior which you don't really need that much to become much better at your chosen skills. At the end when you reached an extreme, advanced enough in one or two orientations (Warrior, archer, mage) you would be given an spectacular ability like you said.
In class based system you are forced to choose without knowing how your play style will be forced to be, while in a WELL MADE skill based system you can choose what to be overtime as you experiment. So yeah I agree with you, its all thanks to poor game design from the developers, an MMO should be made thinking about the crucial features from the start instead of your typical target and attack MMO template (wow, RoM, Allods and probably many more I haven't bothered with). |
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12/16/09 1:34:32 PM#102
Originally posted by wisesquirrel
Have you played D&D Online? Its not like RoM where you have a primary and secondary class. You can multiclass up to three classes and you choose which class to raise every time you go to train up a level. You retain all the abilities of each class you have chosen. You could easily start as a warrior and then train as a wizard for a level, then add another level to warrior, then add a couple rogue levels. Its very flexible and doesn't really force you into any primary role at all.
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12/16/09 1:49:19 PM#103
Were MMOs fail is at making an effective and entertaining tutorial on tips of how to build your character, be it class based or skill based. If I were ever to design a tutorial I'd do this: I'd make a little zelda style fairy (A Shiny Blue ball with bug wings) yell at you, "Don't even think about trying to train all the skills", "just focus on the few ones you really like or you are going to sorely FAIL" and have the fairy keep crashing against everything. All tutorials I have seen never catch my attention, with a hilarious guide I am sure I would have paid attention. _________________________________________________________________________________________ I checked the forums and these are just the kind of characters I am talking about, but I still prefer to do it backwards though, I guess we all think differently. if I could just gather all these ideas, character build, interactive world and epic combat gameplay, it would be epic. |
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12/16/09 1:54:44 PM#104
Originally posted by wisesquirrel
As long as its not a paperclip!
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12/16/09 3:22:13 PM#105
Originally posted by wisesquirrel
Honestly, thats part of the challenge of the MMO is to figure out on your own how to efficiently work your character's class and which are appropriate given they allow you to recover from mistakes on your build/character setup. I don't think a tutorial is necessary if not should be discouraged because then people are just going to want the developers to tell them how to play the game as well. We're not left with too many options to distinguish the good from the bad players if everyone is being told how to effectively build up their characters. No tutorial needed, leave it up to the players to figure it out. When I play RTS's, there's no programmer leading me on with tutorials on the best strategies for a particular race/faction is or in an FPS, which weapon I should be using at a given time. Again, that's the challenge of the game and even if they did not allow you a way to fix a talent selection or a choice made, it would make each of those development choices THAT much more important. Maybe people would stop flying through the game that way and learn to take their time and consider all their actions. |
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12/16/09 3:53:41 PM#106
It would still be best if they could at least warn you to not make a complete mistake from which you couldn't recover from. No guides on perfect build (The community is probably going to brag about theirs and tell everyone it is the best), because even I'm lost when I start any MMO, especially if it is too different from others, if I ever make one it will probably be completely different from these lame excuses to amuse me ;p. |
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12/20/09 8:29:50 AM#107
Originally posted by wisesquirrel Or, alternatively, to allow you to make ammends on your mistake. With ye olde UO, for example (from what I read) - you could have at maximum, about 700 skill points, and there were heaps of skills, levelupable to 100 each. Say you have all 700 skill points used, you could then decide to train a new skill, but reduce another skill for it. Funnily enough, the closest thing I can think of that closely relates is Pokemon Red through to Diamond, where you have four moves and must "forget" an old skill in order to learn a new one. I am playing EVE and it's alright... level V skills are a bit much. You all need to learn to spell. |
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12/20/09 8:34:22 AM#108
I head about how everyone in DF was basically a carbon-copy of one another skill-wise. At least with classes I'm not like everyone else. |
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12/20/09 8:37:49 AM#109
Originally posted by Ibluerate Depends on many things, but overall it depends on how you make the skill system work, and how you balance different skills. Adding different types of attacks and attack types adds an element to the player... Basically, if you make the skill sets either really complex, or really simple, you would likely get a fairly varied bunch of play styles. I am playing EVE and it's alright... level V skills are a bit much. You all need to learn to spell. |
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12/20/09 8:42:44 AM#110
Originally posted by Blazz Depends on many things, but overall it depends on how you make the skill system work, and how you balance different skills. Adding different types of attacks and attack types adds an element to the player... Basically, if you make the skill sets either really complex, or really simple, you would likely get a fairly varied bunch of play styles. But I heard that you could level every skill as high as you wanted, so in the end, you could do anything you damn well please. |
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12/20/09 8:59:36 AM#111
Whats the Obsession with Classless system? |
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12/20/09 10:38:43 AM#112
My genitals were recently smashed by a plombee. Thus, I cannot properly comment on your idiotic thread. Cheers! poopee |
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12/20/09 11:28:11 AM#113
Originally posted by tro44_1
Indeed. Never argue with a fool, onlookers may not be able to tell the difference. -Author unknown, attributed to Mark Twain |
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12/20/09 12:12:10 PM#114
If you mean obsession to be able to customize our character along the way, well its a bit more fun that having to choose a straight path which you can never go back again later. You chose to be a warrior, you can't be a wizard now. In a well made skill based system a warrior can do decent magic. And no, no MMO so far has done a decent skill system so I wouldn't compare those with class based ones just yet.. |
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12/20/09 12:17:14 PM#115
Originally posted by wisesquirrel
Asheron's Call had a nice skill based system. If it came out before Everquest then we would probly be seeing more skill systems than class based. |
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12/20/09 12:19:49 PM#116
Ok I'm just saying, don't compare Asheron's call as a skill based game, it makes them look bad. I haven't played it, but I heard it lets you level all skills to the Max level, and that's not customization, thats jsut someone that is good at everything and that really discourages grouping. Asheron's call isn't a good example of skill based games. |
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12/27/09 9:55:13 PM#117
I would sign for
"Email me when the next MMORPG without classes is released" |
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12/27/09 10:28:26 PM#118
Originally posted by Ibluerate Yes, there aren't distinct playstyles in DF and everyone's a sort of muddied hybrid. The only vaguely defined roles are that you have two main types of armor, heavy and light, with light being used by casters and heavy being used by melee/archers (because heavy armor carries casting penalties.) It definitely weakens the presence of roles in the game. Not a crippling failure but a disappointment as roles add a lot of teamplay to multiplayer games. Teamplay isn't nonexistant in DF (there's quite a few support buffs), but it plays a weakened role in the gameplay. |
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12/28/09 12:31:42 AM#119
Originally posted by Scottc
Example of 2 Classes: Policeman and Fireman. A Policeman can't do a Fireman's job. A Fireman can't do a Policeman's job.
This thread is dumb. |
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12/28/09 12:39:43 AM#120
Policeman has mid-life crisis and quits his job. Policeman goes to academy and trains to be a Fireman. Policeman is now a Fireman. Swap "Policeman" and "Fireman" and it's still correct. People are not always "locked" into one state of being or occupation throughout their lives, or else many more people would still be a "Student", "Fast-Food Clerk", "Intern", "Benchwarmer", etc. I don't necessarily agree or disagree with the topic of this thread, but I don't think this particular analogy works here. |
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