Quote:
Originally Posted by legaljunkie
I know this is not going to affect this game, nor would I wish them to try to impliment this idea, but I am curious as to how people would feel about a game like this if they did away with levels?
Make everything skill based. I have never played it but I am undern the impression that UO might be like this, however I dont want a system like UO either.
Have skills advance at a set speed based upon your character type and attribute levels. No more grinding for experience in the same old dungeon pulling the same old mobs, nor using macros to complete an action over and over again to gain experience.
Simple aquire a skill that you can train either by buying it or perhaps "learning it" from an encounter. Once you have the skill you can begin training that skill up in levels. The speed is determined by your race/character type and your attribute levels. Each skill has has different levels, each level you train the time required grows.
Yes, this is very similiar to EVE online, and I know that will instanly bring the insults, but hear me out.
This type of system allows everyone to advance at a determined pace. No longer will a select few rush ahead and reach max level then demand a new expansion be released just for thier consumption.
New players will be able to specialize in certain areas and be on par with veterans in that one area, Veterans on the other hand will be more balanced, and have several skills that compliment each other.
For example if a new character wants to use the flaming sword of whoop-ass, he can. If he focuses all of his time training that one skill (or set of skills) needed to wield that weapon he can do it in a relatively short time. However he would like the support skills needed to use it effectively, for example perhaps he doesnt have the best stance trained, or his strength is low, poor agility ect. So even though he can wield the best weapon available just like a 3 year vet, when it comes to using it, there wouldnt be any contest.
Also if training skills takes time once you have the skill, then players will have more free time to socialize. As a player if I know that my skills are improving without me having to grind for experience, then I will be more likely to hang out in time, visit the tavern and (hopefully) gamble, play card, and chat it up with my fellow adventurers.
No longer will I feel compelled to grind just to keep up with other players I know. Even if they have more time to adventure, I still will be able to participate with them when I can. They might have more money, and access to better equipment and skills (assuming some skills can only be find adventuring or doing quests) but I will still have some skills needed to help. Plus content is no longer to low or to high above players to be engaged.
To try and sum this up, if you take away levels and the grind to get them and replace it with a system as above players will still advance, vets will still have more skills at higher levels with better gear; however players will have more time to socialize; thus building relationships that last. No longer will there be a race to max level. People will advance at a steady pace and have time to enjoy the ride.
Flame away
Levels are really just a measurement of character advancement and time invested. You can use skills to do this as well (and we do) and other ways, But really it all comes down to the same thing and levels have worked fine since the earliest MUDs and even paper & pencil D&D and at least for me, if it ain't broke, why fix it?
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