2 skill systems i like

I wasn’t trying to change the subject was I? I was just trying to point out a way of thinking about “uniqueness” in general, by giving another example (that happened to be crafting).

I don’t “need” classes per definition. As long as going from sneaky dagger assassin to flamewielding mage takes time. And in-game currency perhaps.
I don’t wanna be able to kill a mob with a fireball then seconds later change to a melee weapon and poof I’m a warrior. Because then technically everyone is the same, or had the potential to be the same within the time it takes to choose another weapon / skill.

Thats the beauty of the system. you could be able to.

make a teleporting rogue. a heavy wearing mage, a pries/warlock.

giving people the ability to mix and match abilities is what make every player truly unique. you will need to level your skills though, so a person who have used swords only are going to really good at swordfighting and will most likely stay using that, but he could also train a bit of magic and combine his sword dmg with the mobiility that spells can offer.

so technically (using this example) you could have the exact same spells as your friends, but only in the same way that you would in wow if you both played mage.

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I rarely have the same opinion as you but this is one of the occasions^^
Just make it really hard to lvl multiple ways of combat, that’s the key. Not restriction to one class. Just like you said.

In a perfect “world” (read game programming) I’m with you. The problem that usually arises is either

  1. I want to do a “legolas” sort of char that’s fast, sneaky and agile, great with both bow and daggers. But since I put a couple of points in stealth and daggers, I run out of points to put in bow which results in a char that can neither shoot an arrow properly, nor swing a dagger in an effective way… but he can sneak. So unless you can sneak up and scare mobs to death, my char sucks.

  2. Your example of a heavy-armor wearing mage. I end up spending so many points in getting armor skill up to “heavy” that my mage can barely light a campfire with his spells.

A friend of mine was playing elder scrolls (I think) that had a “free” system that was even promoted just like you said: “be a heavy armor mage or whatevee you can imagine”, he ended up deleting his char and started a new one because he was not focused enough in one area to be able to beat some boss (or heavy mob, I don’t remeber, either way he got stuck). That shouldn’t be able to happen.

So sure, if they’r the first gamemakers to pull it off then by all means do so. But so far in every game I’ve tried it’s the same:
Stray too far from what’s a “normal” rpg class and it simply won’t work…

However I’m really hoping they make a polished and functioning voxel/sandbox-game then use time left over to include abilites and such. Don’t want another broken building game like minecraft but with talents :stuck_out_tongue: if the core sucks then I won’t play no matter the fancy wrapping around it.

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yeah you basically summed it up. people have the freedom but with freedom comes consequences, you could make some really cool build or you could make some really bad ones, which is why there arent a limit on how many skill points you can gather for combat, if you failed you simply need to go back and level up the other skills. i mean it would be the same as just making a new char anyways.

Yeah if you can easily do a “retry” (but not too easily) without deleting you char then then yeah that works.

But still, why have non-working builds in the game? Better just implement those that work and perhaps keep adding new combos and builds as the game progresses?

you know the beauty of an open skill system?

counters.

there will be counters for EVERYTHING, when people find some godly build they can counter it, and then that build will get countered and so on. allowing people to be different.

and about implementing those who work? you mean being locked down to one special meta build without having any choice? no thank you.

no retries, if you use hammer you become better at hammer, if you want to increase your sword skill you will need to go start from scratch again, you still keep the hammer skill in case you regret so you can make a build you want later from that

Ok the skill upgrades as you use it, that easy!!! you only need time to master skills (a year or two for became a master off of them) but you need to use them.
For myself this is the best system… really…

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I’ve written something about design that might help steer the discussion, take a look team and hit me with your best ideas.

https://forum.oortonline.com/t/how-a-tiny-team-makes-an-epic-game/464

i think i narrowed it down pretty well >.<

but you know Ben, even though it is impossible to make its still nice to have ambitions, the more you throw at wall the bigger chance of them sticking will be.

yes, but of course if you’re only throwing wd40 at the wall, not much of anything is going to stick.

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Moreover, the more creative you get, the more players that will complain to no end that it won’t work and won’t even bother trying. Ironically, it is just as likely it is the players’ fault for refusing to change and it will be the same players that will say the game is boring because it is just like the others. You can’t win for loosing sometimes.

[rant]
I for one have a couple things that I very much wish for:

Skills that are not based off of what level you are, but instead by how much you use the skill (be it in combat, crafting, or other)

No fixed class system, but instead have varying levels of mastery for skills
Beginner>Novice>Apprentice>Master>Grand Master>Legendary
With each level being harder to reach than the previous, and once you get to Apprentice, you can choose a certain number of skills to be proficient in.

Choosing up to (x) skills to be proficient in would define your character.
You can choose to complete everything up through Apprentice in every skill, but only those that you choose to be proficient in will you be able to level up past that.

[/rant]
Have a picture of a cat.

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I’m almost with you except for not being able to master everything^^

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I aggre with you you need to able to master everything but it will just take real life years of doing it.

Or having a lot of materials in stock for crafting skills, but will you ever craft 50.000 boots of chainmail/bone/leather for master the heavy/medium/light armor crafting skill? because i think not XD and that is why this system works :smiley: you will preffer to master a few and get the use of the other just for necesity if you need (for example) a pickaxe fast.

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