Original Post
I personally prefer skills to leveling in mmos, i was just wondering what you guys think
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Original post by CornyKorn21
Only becomes a problem if you decide to change up your style half way through the game (I do this all the time) and you're lacking horribly in the area you wish to accell.
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Original post by tstrimp Quote:
Original post by CornyKorn21
Only becomes a problem if you decide to change up your style half way through the game (I do this all the time) and you're lacking horribly in the area you wish to accell.
That isn't really much of a problem. In class based games you would have to create a new character. At least in a skill based game, changes like that are an option.
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Original post by Sandman
Classes are good in mmorpgs. They encourage players to band together in groups such that each player's class strengths complement the other player's class weaknesses.
With a purely skill based progression system you run the risk of having a world full of generic jack of all trades characters who just run about killing everything solo.
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Original post by Sandman
Classes are good in mmorpgs. They encourage players to band together in groups such that each player's class strengths complement the other player's class weaknesses.
With a purely skill based progression system you run the risk of having a world full of generic jack of all trades characters who just run about killing everything solo.
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Classes are good in mmorpgs. They encourage players to band together in groups such that each player's class strengths complement the other player's class weaknesses.
With a purely skill based progression system you run the risk of having a world full of generic jack of all trades characters who just run about killing everything solo.
Quote:Look at the bigger picture. Take planetside for instance. At one moment you are specialized in destroying heavily armored things then after a few days you change your specialization slowly. This is much like if you slowly changed your class to another. Not to mention take planetside again, when you get all of your stuff ready and you head out you specialize your skills even more. Carrying a rocket launcher instead of a big gun or more armor. Or you use less armor since the vehicle you use doesn't allow a certain armor type. This is an FPS, but the idea can be used in an MMORPG.
Original post by Sandman
You can certainly force players to specialize, but then aren't you just doing the same thing as classes but with less transparency?
Grythok's suggestion is interesting; you could be a 'jack of all trades' but you for any given mission you still have to pick your role when you choose your equipment loadout.
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Original post by Sandman
Classes are good in mmorpgs. They encourage players to band together in groups such that each player's class strengths complement the other player's class weaknesses.
With a purely skill based progression system you run the risk of having a world full of generic jack of all trades characters who just run about killing everything solo.
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Original post by Sandman
You can certainly force players to specialize, but then aren't you just doing the same thing as classes but with less transparency?
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Original post by Sirisian
For a person stuck with a class they are forced to do the best with what they have. Sounds like bad game design to me personally, but some people like that.
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Original post by Nathan Baum
I don't think so, for three reasons:
1. If you begin to specialize in a particular field but later decide you don't like that field, it's not too late to specialize in a different field instead. In a class-based game, if you can't switch classes then you have to redo your character if you want to change roles. If you can switch classes this reason might not apply, depending upon how class switching works.
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2. Depending upon how fine-grained skills are, you can specialize in whatever fields you like. Most games won't have a specific class for fighters with powerful fire magic and pick-pocketing, but a purely skill-based system would allow a character to set himself up that way.
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Original post by Sandman Quote:
Original post by Sirisian
For a person stuck with a class they are forced to do the best with what they have. Sounds like bad game design to me personally, but some people like that.
I strongly disagree with that. Doing the best with what you have is a fundamental part of what makes games fun, in my opinion. It forces you to develop creative and interesting strategies to cope with problems you aren't optimized to deal with.
You can't play chess with fifteen queens. You have to make do with the pieces you have. Even more so as you lose pieces throughout the game. That's an important part of what makes chess interesting.Quote:
Original post by Nathan Baum
I don't think so, for three reasons:
1. If you begin to specialize in a particular field but later decide you don't like that field, it's not too late to specialize in a different field instead. In a class-based game, if you can't switch classes then you have to redo your character if you want to change roles. If you can switch classes this reason might not apply, depending upon how class switching works.
Strictly speaking, this is potentially just as big a problem for skill based systems as for class systems. It all depends on how they are implemented. For that reason, I don't this point really counts.Quote:
2. Depending upon how fine-grained skills are, you can specialize in whatever fields you like. Most games won't have a specific class for fighters with powerful fire magic and pick-pocketing, but a purely skill-based system would allow a character to set himself up that way.
Again, much depends on how classes are implemented, but I suppose this is a somewhat reasonable point. However, bear in mind that a properly designed class will always be useful, having a set of abilities that are synergistic. Throwing fireballs is not terribly synergistic with melee combat, unless you're OK with being stabbed in the face whilst casting, and then incinerating yourself when your spell finally goes off. It doesn't even work that well with ranged combat, since you can't shoot a bow and launch a fireball at the same time. Those two skill sets are exclusive rather than synergistic, which makes them a sucky combination.
A class system can cut out all the silly combinations that don't work well together, reducing the player's chances of inadvertently gimping himself to the point of uselessness, and reducing the likelihood of the player saying "oops my character sucks, time to rebuild".
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Original post by Sandman
With a purely skill based progression system you run the risk of having a world full of generic jack of all trades characters who just run about killing everything solo.
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Original post by caffiene
While its true that RL doesnt work that way, there is at least one important difference in RL to most games. Namely, in RL developing a skill is difficult enough that it requires a significant investment and skills learnt have no hard limit on how far you can develop it, and will atrophy if not practiced with some regularity.
This means that skilled specialists in RL will lose some of their skill in that area if they attempt to train themselves in additional skills. In most games, especially traditional RPGs, skills have a set limit that a skill can be raised to, and the skill does not decrease if it isnt used, so there is no penalty for attempting other skills after you master the first.
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