CaptainChuck wrote: » The majority of your vertical progression, i.e. skills, is unlocked through leveling. Making it so that people have to do different things to unlock their CORE abilities, is a very bad idea. There are societies, religions, and ranks/titles, that give horizontal progression on your abilities i.e. utility during certain events. That in, my opinion, is more than enough.
Atama wrote: » This isn’t a radical idea in general. What’s described here is how skill-based systems usually work in RPGs. Star Wars Galaxies (in its original form) worked that way; you built up specific skills by using them and you unlocked further abilities that way. The Elder Scrolls games also do this. Just a couple of examples. However, Ashes will be closer to your typical class/level system, where generic XP leads to advancing levels and letting you pick your skills and abilities. This idea doesn’t work very well in this game, not without fundamentally changing it. However, it might work for crafting skills and I actually expect that’s how they’ll do it. Usually even traditional class/level/generic XP games (like WoW for example) treat crafting as an activity where you advance a particular skill through use. So it might be in effect that way. I also like the idea of getting certain kinds of permanent bonuses through achievements, which is similar to what you’re proposing.
Aardvark wrote: » Atama wrote: » This isn’t a radical idea in general. What’s described here is how skill-based systems usually work in RPGs. Star Wars Galaxies (in its original form) worked that way; you built up specific skills by using them and you unlocked further abilities that way. The Elder Scrolls games also do this. Just a couple of examples. However, Ashes will be closer to your typical class/level system, where generic XP leads to advancing levels and letting you pick your skills and abilities. This idea doesn’t work very well in this game, not without fundamentally changing it. However, it might work for crafting skills and I actually expect that’s how they’ll do it. Usually even traditional class/level/generic XP games (like WoW for example) treat crafting as an activity where you advance a particular skill through use. So it might be in effect that way. I also like the idea of getting certain kinds of permanent bonuses through achievements, which is similar to what you’re proposing. I do miss think it was Elderscrolls 2 daggerfall. Where if you wanted to get better at jumping you jumped alot, better at swimming you swam, better at picking locks you picked locks, better swords you used one.
Atama wrote: » Aardvark wrote: » Atama wrote: » This isn’t a radical idea in general. What’s described here is how skill-based systems usually work in RPGs. Star Wars Galaxies (in its original form) worked that way; you built up specific skills by using them and you unlocked further abilities that way. The Elder Scrolls games also do this. Just a couple of examples. However, Ashes will be closer to your typical class/level system, where generic XP leads to advancing levels and letting you pick your skills and abilities. This idea doesn’t work very well in this game, not without fundamentally changing it. However, it might work for crafting skills and I actually expect that’s how they’ll do it. Usually even traditional class/level/generic XP games (like WoW for example) treat crafting as an activity where you advance a particular skill through use. So it might be in effect that way. I also like the idea of getting certain kinds of permanent bonuses through achievements, which is similar to what you’re proposing. I do miss think it was Elderscrolls 2 daggerfall. Where if you wanted to get better at jumping you jumped alot, better at swimming you swam, better at picking locks you picked locks, better swords you used one. I do too, sort of, but it led to me hopping around like a kangaroo everywhere until I maxed out the skill. True story. So there is a downside...
Aardvark wrote: » Atama wrote: » Aardvark wrote: » Atama wrote: » This isn’t a radical idea in general. What’s described here is how skill-based systems usually work in RPGs. Star Wars Galaxies (in its original form) worked that way; you built up specific skills by using them and you unlocked further abilities that way. The Elder Scrolls games also do this. Just a couple of examples. However, Ashes will be closer to your typical class/level system, where generic XP leads to advancing levels and letting you pick your skills and abilities. This idea doesn’t work very well in this game, not without fundamentally changing it. However, it might work for crafting skills and I actually expect that’s how they’ll do it. Usually even traditional class/level/generic XP games (like WoW for example) treat crafting as an activity where you advance a particular skill through use. So it might be in effect that way. I also like the idea of getting certain kinds of permanent bonuses through achievements, which is similar to what you’re proposing. I do miss think it was Elderscrolls 2 daggerfall. Where if you wanted to get better at jumping you jumped alot, better at swimming you swam, better at picking locks you picked locks, better swords you used one. I do too, sort of, but it led to me hopping around like a kangaroo everywhere until I maxed out the skill. True story. So there is a downside... But this is a pvx game so just go into pvp and bunny hop aggervating the enemy... speaking of which since many abilities are not TAB target bunny hopping may be effective lol
Atama wrote: » (...) EDIT: I do like the idea of a quest to unlock a secondary class, or change it. That’s another way that might work.