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10-07-2018, 04:49 PM #1
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Class and level less skill based system
Conventional (mmo)games have class based+talent character progression
I have been tossing with the idea to throw that all over board and let the player character just have a skill based advancing system.
my thoughts behind this is when you start a character, you start a character from zero. Based on the choices you make when talking to people, the quests you do, the discoveries you make you will learn things as you go and develop your character.
if you have a sole spell caster in mind you might want to stick around doing certain NPC's and do their (dirty) work first.
but if you'd like a more diverse character you can explore more and learn other abilities and things to become an arcane spell fighter for or something.
What i want to prevent is that this game is going to be to easy and too obvious. like go to that area and bring me 10 of something, and ill mark on the map where that is.
I am thinking of actually removing things like big yellow question marks from quest givers, so you actually need to talk to people to see if they might have a quest, perhaps they need some convincing as well to give you some quests.
anyway, i am open to all kinds of comments and ideas.
let me knowTe audire non possum. Musa sapientum fixa est in aure.
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10-12-2018, 06:26 PM #2
The poeople interested in 'doing something' prefer question marks because they can skip the 'fluff' interactions that 'don't give them anything'.
The people interested in the fluff will be indifferent as they enjoy the interaction, although they may marginally prefer a less cluttered environment or the idea of having to ask to find out.
Don't know if you could have a player preference system that toggled that sort of thing on/off, but if so it would be the way forward.
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10-12-2018, 09:30 PM #3
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Noting wrong with being a niche product
And I'd think a product like this is destined to be a niche product...so I say remove all those things you are thinking about removing. Make this a game for people who really want to "inhabit" the world.
Last edited by Stormlover13; 10-12-2018 at 09:38 PM.
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10-13-2018, 01:37 PM #4
I tend to agree with Andrew, but perhaps you can limit how close you have to be to a person before you see the conversation marker. This way, a scene will be full of NPCs, not NPCs with markers.
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10-17-2018, 02:04 AM #5
I agree with Sorontar on this one. Toggleable is one thing that I like, but giving it a range helps out too as it encourages exploration, but doesn't punish you for not walking into every nook and cranny.
--Give me ambiguity or give me something else!--
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11-06-2018, 08:08 PM #6
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cheers, i am sure the point of this thread was not whether you can see a question mark/quest giver or not (although fair point given) but the idea of level and class less skill based system
in two weeks i will have a better target less fighting system and also auction hall will be implemented.
I am actually thinking not to go too far away from D&D on this, why change something that is working unless some one comes up with a nice way to implement the skill based system.
for those wondering, skill based system is where you get a skillpoint for every time you do something. so if you fight with a sword, you get skill points in swords and when you level up those skills you get abilities you can use.
Crafting works the same, and like weapons you get abilities/buffs etc through them.Te audire non possum. Musa sapientum fixa est in aure.
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