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Learning Skills.. Displaying 1-18 of 18 total.
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zaril
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If you had to choose one of the below, which one you'd like most in a game.
1. By gaining experience you gain skill points that which you may spend on the skills you wish to raise.
2. By using a skill you gain skill points in that particular skill.
Posted on 2004-07-08 23:08:33
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Interference22
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Number two all the way. I'd like to take this opportunity to state that the Morrowind method is the finest, most true to life, most satisfying way to build a character I've ever used. You don't choose a class, IT chooses YOU.
I was a rogue in Morrowind, something I'd never choose myself if I'd been given a straight choice. By interpreting the players actions and developing their skills from that - rather than directly asking them - you build a far more useful character and one they care much more about.
Posted on 2004-07-08 23:13:29
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Omni
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I kind of like Morrowind's spellswords and nightblade classes.
Though personally I enjoyed creating my own...an acrobatic destructive mage with a specialty in swords...
If you're going for realistic, micromanagement, then number two, yes...
But I actually have a soft spot for one, or even better:
3. You gain experience and your character learns abilities from a pre-determined skill set at set levels.
Like in Super Mario RPG or Revelations: Demon Slayer. There are much better examples, I'm sure. Ah, yes! Lunar! Lunar all the way! (though in Sega CD Lunar2 you were able to level up your skills...strangely this was removed in the PSX complete edition...)
It makes it a bit shallower, but also...kinda...neat. I like the incentive to level up. In that case, the customization would come from being able to control your proficiencies in other set classes (intelligence, agility...even more detailed...summoning, sword-fighting) so in the end some micromanagement is good, but I also like some skills the player *just learns*.
Did that make any sense?
Posted on 2004-07-09 02:11:26
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Gayo
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Number two is horribly flawed and leads to "use this skill all the time just for the hell of it" behaviour, which is even worse than levelgridning. I haven't played Morrowind, but I have heard of people who jump everywhere instead of walking to improve their acrobatics skills. You do not want this. I have never seen #2 implemented in a way that solves the huge problems inherent in it, actually. So I'd have to go with #1. However, there's also a fusion of the two: say a skill requires both EXP *and* a limited amount of training. EXP would be the main bottleneck, but you couldn't just blaze through skill levels in something you rarely use, either. This is the system employed my most tabletop RPGs -- you raise skills with EXP, but if your character hasn't been studying medicine, the GM is going to veto your purchase of the skill.
Posted on 2004-07-09 03:22:28
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zaril
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Thanks for the answer, the truth about the project I'm working on is heavily inspired by Morrowind.
Buying skills feels unreal, you cut things with your sword in order to learn how to cast magic and so forth.
Learning skills as you use them lead to repetitive behaviour in order to max out one skill at a time.
Each 10th skill increase in your primary or secondary skills gave you a level, the bonuses to attributes were given according to the base attributes the skills had that summed those 10 increases up. If you only trained Magic you'd get (say) +5 Wisdom. However if you trained three Dexterity-based skills, three Strength-based ones and four Constitution-based ones you'd perhaps get +3/+3/+3 for that level.
You could also throw in a point/x-amount-of-time limit and perhaps a certain order you need to train things. Not being able to train "cross slash" until your Sword Skill is raised five steps.
I'm probably heading for #2, but I need to be sure I prevent that problem Gayo mentioned, because I also think it's annoying in such a system. I just need to work around it somehow I guess.
Thanks for your opinions guys.
Posted on 2004-07-09 08:07:44
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el_desconocido
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1.5: Skills improve by use, and can be further improved by applying a numerical representation of study (exp) to them. Morrowind was indeed great, but there always seems to be some skills whose benefits are equalled by thier rarity of use.
Posted on 2004-07-09 08:58:43 (last edited on 2004-07-09 09:03:54)
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zaril
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I kind of liked how Morrowind would let you try to find trainers of higher ranks in order to train with a master for Gold instead. I'm going to have that as well, the only problem in the first seriously imbalanced version was that you can basically get however much gold you'd like.
I'm going to be careful and try not to repeat Morrowind's mistakes.
Posted on 2004-07-09 10:33:18
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Troupe
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Personally I like 1 the best. Star Wars Galaxies uses 2, and honestly its great until you hit the level cap. Say you're a crafter, and you are making droids. So you make 20,000 droid repair kits to get experience and now you are a Master Droid Engineer. So... now... there is no reason for you to make droids anymore because you get no EXP out of it. So what's the point? If there is no way to transfer skill points then 2 isn't a great option. However, if you can transfer all the experience you've gotten past the cap for swordsmanship to restoration at somesuch penalty, then you aren't wasting that xp.
I hope that made sense.
Posted on 2004-07-09 17:59:35
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Interference22
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Quote:Originally posted by zaril
I kind of liked how Morrowind would let you try to find trainers of higher ranks in order to train with a master for Gold instead. I'm going to have that as well, the only problem in the first seriously imbalanced version was that you can basically get however much gold you'd like.
I'm going to be careful and try not to repeat Morrowind's mistakes.
Yeah, the trainers were great. The acrobatics rumour (jumping 'n' stuff) didn't actually happen half as much as some claimed. I tended to see a trainer about that and really only tended to jump a lot when making a hasty escape from some disgruntled wildlife. Besides, I had some boots of blinding speed, which got me from place to place FAST.
Posted on 2004-07-09 23:11:23
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MudGolem
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Quote:Originally posted by Omni
... Revelations: Demon Slayer ... Someone else actually played that gameboy game?
Not particularily fond of either original option, but a combination of the methods could work great. The best way to do it IMO is think about whether or not you'd find that fun, and to make sure it doesn't quickly unbalance the game if someone decides they want to go overboard with it.
In the game I'm currently working on learning some skills is.. well, strange. I've been taking the "Non-event battles shouldn't be annoying and only for xp/$" route :)
Posted on 2004-07-09 23:34:37 (last edited on 2004-07-09 23:37:05)
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zaril
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Troupe: well, that problem don't have to exist. basically it doesn't in my gameplan.
Posted on 2004-07-10 10:22:26
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Buckermann
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Troupe:
I don't think a skillcap, like SWG has, is needed for a single player game. But IMO it makes sense in a MMORPG. Else, the hardcore player would have a too great advantage over the casual (whatever that is) player.
Posted on 2004-07-10 10:40:05
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Gayo
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...er. You're suggesting that there be no skillcap? That's likely to be even more problematic if skills can be increased without bound.
Posted on 2004-07-10 11:09:30
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Buckermann
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Gayo,
no, not at all. I was just referring to the SWG system. I don't know if you know this system, but every player has a finite amount of skillpoints. Once you have spend all of them, and you wish to learn another skill, you must "unlearn" a skill to get your skillpoints back.
I don't think this would be a good solution for a single player game.
There should be a skillcap for a single player game, but IMO only for the individual skills, not for the overall skillpoints you have.
Posted on 2004-07-10 11:14:44
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zaril
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the system i devised is that skill experience requirements are on an X³ curve. which means that in time you'll stop levelling your skill because you're satisfied with its level, not because you hit the cap. ofcourse there is a cap though, but if you reach it, i'm betting you put all your hours and effort in one skill.
basically the soft cap is 100, anything above it is a bonus but you're spending more and more time for less bonus increase. i don't expect anyone to hit the cap, and what the hard-cap is, will remain a mystery.
Posted on 2004-07-10 12:09:12
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Gayo
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Buck: Ah, you mean a global skillcap. Yeah, that could be a bit lame. I'm in favour of it if it's somewhat higher than a player would normally get over the course of the entire game (since, unlike an MMORPG, most single-player video games have a defined ending, and levelling beyond what's needed for that is for the bored), but if you hit it in the normal course of things, that sucks, yeah.
Posted on 2004-07-10 22:28:37
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blues_zodiakos
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The global skillcap thing sounds just like Ultima Online, the granddaddy of the Graphical MMORPG (unless you are counting Meridian). Nothing is original. :D
I really liked the skill/level system in Morrowind. Yes, it's heavily flawed (I can LEGITIMATELY, without mods of any kind, level up to about level 25 and probably higher within about 10 minutes of the game... and most of that time is spent in the actual level-up menues), but most of the fun in Morrowind comes from being able to play the game how YOU like it. Don't like to level up that fast? Don't steal the soulgems from Galbedir. :D Granted, the temptation is there, so you have the option to remove them in about 2 minutes with a custom mod. Of course, verge games aren't usually that flexible (but could be), so doing that might not be an option.
So, I opt for option 2.5 - a fixed up Morrowind leveling system. How would I fix it you say? If I was going to specifically fix Morrowind, I would add several acrobatic moves you can accomplish - long jumps, flips, etc. Your jumping ability would be based on speed and acrobatics, but your acrobatics would only be raised by performing said acrobatic moves. Second fix - skills would only go up when performing them after a certain interval. For example, despite however many times you might be swinging that shortblade, the maximum ammount of skill you'd be able to gain from it would be 1 every 30 seconds or so. I think this would encourage more casual and varied use of your skills and discourage powerleveling at the same time. My third fix would be to completely decrease, across the board, the amount that trainers can train you. For example, whatever your starting skill, trainers would only be able to increase your skill by 10 more, and nothing over that. Since you don't gain levels by increasing your non major-minor skills, the maximum amount you could level through training would be severely decreased.
P.S. Revelations: Demon Slayer (Last Bible) had really wicked music for being released on Gameboy/GBC, particularaly the last bosses music. It's a shame you can't fight the last boss again without restarting the game. I need the GBS music archive for that game, but Zophar's Domain is mysteriously missing it. :(
Posted on 2004-07-10 23:33:22
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zaril
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Great ideas Zodiak, and that's what I'm sort of going for. A non-flawed Morrowind thingy. I leveled one of my characters up to level 70+ without fighting, it was all:
- Increase Alchemy to 100
- Create potions for ridicolously low amount of money, sell them for ridicolously high to Creeper.
- Use money made with Alchemy to train skills with trainers.
With the simple method I could run around killing anything because I made potions with fortify health, restore health/fatigue and just killed anything with my skill 70+ in Spear (from training with a master).
That system just screams flawed. I'm going to be sure that levelling skills won't have such flaws. And there are numerous ways.
Posted on 2004-07-12 09:02:25
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Displaying 1-18 of 18 total.
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