Also from 7 Days to Die, you can “recycle” items back into a basic form. For example, when your pickaxe was almost done you can salvage 1 iron bar from it, even though it took 7 iron bars to make one. Thereby you get some materials back. You never got everything back, even if it was brand new, but some things that made them better than just throwing out.
But back to the topic: I like the concept of raising only a set of skills that can be switched. That would lead to specialising without binding to classes.
The switching may have a cost like a craftable potion or something forged with shards. So we would have another sinker while working against mass switching for permanent training as well. On this way we also would encourage people to stay in their roles ingame a bit.
Also the items like weapons and tools should be usable even without the skills. Just think of a fighter with some self healing equip which may help him along without becoming an able party healer the same time. Also as a builder it would be good to be able to swing my “ultimate crystal blade” without having to switch to a combat skill, even if I would be a bad choice for a titan killing party the same time
No… NO! Bad repulsor!
but in seriousness, god i always hated that mc logic xD
the reason you can do that is because there is no actual progress in the game other than mats, was a looong discussion somewhere else. Recipe drops encourages buying recipes from others, not everything should be recips. but i think if you had the amount of mastery required to make a sword you can make a sword, however you could find a recipe which allowed you to add ‘‘poison stone’’ into the blade. something like that.also you should not be able to make things if you dont have the required crafting skill. there needs to be a difference on somebody who just started and somebody who have been crafting for a year. this is something i could argue for hours, but on the topic…
Sorry. i love your drawings as always but i also dislike the entire idea quite a bit.this is more or less a dumbed down version of archeage’s class system (which in theory is cool) but still a bit…
This highly comes from the idea that i love ‘‘Full freedom in limited builds’’ this sounds odd as hell i know, but it basically means that you have limited active and passive slots (5 - 7) but you can put in whatever you want into those slots. that would not work very well with the idea, given the limitations and lack of limitations at the same time. (lets say i have stealth, agility and 1hand, i can then use all skills from those 3? hence making a cluittering UI, or can i only use some in which the system then turns kinda useless) this also doesnt encourage individual builds as much as i think you imagine it, if you can use all abilities then everybody who have a certain combination will have the exact same skills used, if there are no limitations
I still am deeply in love with your other skill system because that just seems so much better to me.
https://forum.oortonline.com/t/introducing-shard-magic-system/1314
this would make limitations in how many skill you can use at once, however it doesnt limit what skills i could use. i would prefer if we just had all of our skill trees, i see the system that would be the most ideal in my eyes to be something along the lines of ‘‘the repopulation’’ where you use something you get mastery in it, when you reach certain points your ‘‘rank’’ increases in the given weapon/crafting style. so something like
Poor
Unskilled
Under average
Average
Over Average
Skilled
Apprentice
Intermediate
Master
Grand master
So in short
Drawing = Awesome
System = personally not too fond of it
Now wheres that dislike button when you really want it lol
I agree with @Zouls on this one as much as I like the minecreft progression system it would not work in a game where people are supposed to be engaged in crafting for years. Requiring recipes is a great way to slow down the progresion without damaging the game.
i am a perfectionist who love gathering up collectibles (including recipes) i would hope for recipes, since it would add some diversity. to explain it to people who are against recipes or think they are a bad idea:
i do not think they should apply on everything. but lets assume my bro here thorbjorn and i both have the weaponsmithing skill, we are both at ‘‘apprentice levels’’ without drops or other things as such we would be able to make the exact same, however. if there are recipes (and alot of them) thorbjorn might be able to make a sword with more durability while i can make one with more damage, he might be able to make a fire hammer while i can make a frost hammer. hence meaning that both of us have a place in the city, both of us are useful, and both of us can have a shop because we have recipes the other person doesnt
Me and @Zouls does not necesarily agree on a lot but we are mostly on the same level when talking progression and crafting.
I surprisingly am on zouls side for the recipes part -.-
However, i dont see how this a big deal if recipes were even added to this system and even thou some games failed at making a system doesn’t mean that its going to be made identical nor does that mean its not going to work if tweaked and improved in a different game.
If we look back in history flying was great in theory, but it doesn’t mean everyone knew how to pull it off at the time people looked at other peoples mistakes and come up with improved ideas
is this a compliment or an insult? xD
i think i will take it as compliment.
I know that creating unique system will attract new players, but there so much back and forth discussion here that why don´t we pick one possible skill system at time, try to make it better and after that discuss about it´s hindsight. Then we could have multiple finalized skills/ability solutions that we have improved and can easily be compared to each other and even be combined rather than discuss forever about small parts from dozen different things at the same time. It will only make everything harder for people that doens´t really take part for this topic and others like gold sink. Not knowing full picture about whole game can create new system that can cause serious in-game currency inflation and then we will have this topic turning into inflation topic or new inflation forum thread.
I just dont want that everybody can skill everything. Would be kinda boring in my opinion
To be able to learn all stuff with one char doesn’t meen that it is a good idea to do so (Tried playing a Character with all skills in Skyrim? - The World eats you! ^^). Also, the way up even for a specialized character is a long one so just think about how long this way would be if you had to go it ten times or more? … The concept of being able to learn everything is an old one and in most games it did its job well. There has not to be a limit of what you can learn, but a limit to what you can actually use then. Examples: …
Guild Wars 1 had about 1000+ Skills for 10 classes and through flexible dualclassing every Char could use all of them, but only 8 at a time.
Ultima Online (Yeah, I love it ^^) was made just like the TES games later: What you do is what you learn. no classes, but a maximum of skillpoints you can get. If you want to raise something at the end you had to lower another skill first (but I cannot remember if that was possible … bad memory of the 90’s ^^)
The Secret World has many different weapon and magic schools with about 20+ skills each and every character can lern all of them, but you can only wear two weapons/schools at a time, have only 7 skill slots and also get skillpoints over time, so leveling all of them at once would lead to be a weak Jack of all trades.
The System don’t need to limit the possiblilities of progress (through classes or fixed skills), but of the power you get through it. If there is a maximum of skills you can activly use (through slots) or a fixed number of how many skill trees you can activate but still can learn more, you are able to play free as you want but still choose your play style by the choices you do. The system also need to encourage specialisation, so that people feel good when playing a special style (like a healer, melee, interruptor, master crafter, …). But don’t force them to by limiting the possibilities of progress or character development.
Also: There are people who just want to play one active character, but still want to build, expore, pvp, craft, trade, fish, herd and much more. We are talking about a Sandbox MMO where people also want to play solo or in small groups. Especially when people play on own disconnected servers it can be problematic. And just think about that the game may have no “finished” item drops by foes but you would have to craft everything (what would be cool for Oort as a crafting game with a community driven economy). To have to skill special skills (while limited in the choice) to be able to craft better items would lead to frustrating times if you play solo.
Fixed roles may be a logic choice in games like WoW or in Team shooters, but not in a open world sandbox szenario. Also, to be able to play all styles (with a LOT of work) with one char encourages the identification with that char. For example in Guild Wars 1 I played one char for 4 years and it never felt boring, because I used about 600 of the 1000 skills he had (with all classes used in game) and experimented much alone or with other people … In WoW I played 3 Chars about 1-4 month and left the game because I had no room for build at my character (one specialisations, glyphs and 3 overall skillsets is way to low ways to develop and change … also i hated to be a fixed DD Tank or Healer).
To be able to learn all just don’t have to mean to be able to do all the stuff the same time
I think so too, but the rest of skilling should feel like accomplishment then. I have same thing as Zouls that I want to have something in game that after acquiring it I could call myself the completionist. Kinda hard to get that kinda feeling if you have only one skill/skill tree even if it will take long. If we will have challenging skilling or leveling up system in Oort…you will see me +10 hours in-game daily.
I´m not mad about getting achievements or anything like that , but if there is something that could be called “achievement” in Oort and Zouls is working towards it…I will be twice as much online than he is XD
Blitz please… TSW have 515 abitlities just for normal weapons, and then there are auxillery weapons on the side. so more like 50+ skills for every weapon xD
but yeah, i also am a huge fan of TSW’s way of doing these things. the 7 active and 7 passive only gave room for so many cool combos, i was playing with my friend and my main uses an assault riffle/ fist weapon burst heal build.
that is also what i mentioned above, i am not too fond of this system, given that it would strike an annoying middleground with having either too many abilites (being able to use all within the skill line) and too few (having to pick 3 skillsets, and then you are limited within those)
my ideal system would be having 7 ish actives and passives, having quite alot of skills, and then having a quickswitch, meaning i can have 2 weapon and skillsets that i can switch between midcombat, basically a more something like GW2 and ESO.
i loved the combination of 2 weapons, but if it is going to be action based combat i dont really think it would work that well…
Idea. What if the basics, mining, crafting, and one hand are the only thing provided at the outset and all other skills must be obtained. With the world regeneration you could have various quest starters generate into different worlds. You would need to first find, and complete these quests before you could unlock things like healing, dual-wielding, etc.
Just a thought. Either way I’m a fan of your idea here.
Edit:
I had a further thought that perhaps by maxing out one of the obtainable skills you could teach other players how to use it. Essentially they pay you x amount of gold and through you they can start the quest to learn the skill instead of going out and finding the npc in the world. This would provide incentive for people to focus their efforts on certain skills rather than trying to be a jack-of-all-trades and rewarding those who manage to go the distance.
This reminds me of the Secret World ability wheel, where you chose the skills you want to have active for a given encounter or situation. Offers A LOT of flexibility and leaves a lot of space to maneuver, since there are no actual classes, rather a progression of character according to activities the player himself prefers!
I really cant think of anything to add. Awesome. This should be implemented exactly like you said.
Maybe make it similar to Eve Online. Every skill had 5 level.
- 0->1 took about an hour
- 1->2 took about 12 hours
- 2->3 took about 3 days
- 3->4 took about 2 weeks
- 4->5 took about 1 or 2 months (depending on the skill)
Someone calculated that learning all skills on lvl 5 in EvE online would take about 8 years playing time. So basically no end of progression. Also having the max lvl on a skill would be something really unique/amazing (at least for the first months after release)
What about adding some “milestone” items that you have to craft in order to progress, which need special/rare/many materials (titan drops?). There could be 1 “milestone” item for every world tier. Also those items should/could be only cosmetic, so a max lvl blacksmith could show of his skill by wearing “the max lvl blacksmith leather apron” in a city.
Same here^^
Yeah, that sounds like a good idea. It doesn’t have to be a MUST to craft such an item, but the progress/xp you get with making it would be a great jump, which would save you from building trash over and over. But if someone don’t want to build it and more likes to go the “long way” through much crafting and repairing he still can do that (So also players which don’t want to progress to the higher tiers but build and roam the lower ones still can level up, even if it takes a while longer).
i would be up for having rarer recipes. but for making that the only form of progression in crafting?.. eh…
Birne have a very odd view on crafting so to say. he is not wrong, because it is an opinion. but it is just kinda… non traditional so to speak .
i might be oldschool, but i love crafting, i still believe GW2 did an amazing thing, making levels like wow, however it wasnt random if you got a level or not in the progression, you got some exp everytime you crafted an item. i think that is how crafting leveling should be, craft iron swords until they dont give exp anymore, and then craft something else and then go up. even cool if they made ‘‘progress’’ on the actual items. again i refer to repop, there were so many quailities, but basically there was this looong list which i mentioned a bit of about, the neat thing about that was everytime you craft a waterbottle, your water gets a ‘‘better’’ quality so to say (cause the materials went on a scale from F0 - AA9 so you had rarieties within the material itself, but this system i didnt particularly like so lets leave that) but yeah.
In short, you will sometimes craft stuff you dont need but that is a part of progression, you need to either have a money sink or a time sink in progression, in normal crafting it is a timesink, meaning you use time to gather up the materials.
I really look forward to crafting, but i feel we derailed the topic quite a bit sorry @DarkRepulsor
Okay, so the way that crafting/smithing works obviously is going to require more discussion, that’s fine.
I’m working on iteration #2, stay tuned.