Levels VS Skills (voting)

Discussion in 'Skills and Combat' started by VampireKB, Nov 30, 2014.

?

What level system better?

  1. leveling with points.Points could be used for any skill.

    21.8%
  2. Percentage leveling of a used skill

    78.2%
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  1. Leostemplar

    Leostemplar Avatar

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    Hello,

    Yes! I remember the old days. I remember how I used to mine for hours and hours to get some Iron Ingots, then Crafted those for hours to raise some of my Blacksmith, and then practiced with the weapon and armor that I had made to became a better warrior. It was great 15 years ago, I won't deny it. But I must say that I remember it too well and therefore I don't want to ever live that moment again. And I'll tell you why.

    Let me first say that I don't know how big that change would be (from Leveling to Skill-Based). What I do know is that any month, week or day of pushing things back also means paying the wages and other costs of the firm for another month, week or day. Don't under look it! But that's not why I want our current Leveling system.

    It's also true that it doesn't matter what is the system in use, some players will always find and use the fastest way (Meta-Game) they can to power level. That's not what is in check right now.

    The real question here is: What do you want to be doing while your character progresses? Do you want to have 50 hours of grinding boredom while you are hitting a dummy with your practice sword, letting a puppy wolf attack your shield and armor, casting heal like a robot on someone jumping from the top of a house, et cetera? Or do you prefer to make this progress while you are actually playing and having fun? Because I surely prefer to level up while adventuring and exploring a dungeon or a forest with my comrades than while I'm alt tabbed watching movie or in a conversation on Skype.

    That is what makes the big difference in my opinion. Also, from my point of view - with my previous explanation in mind - the Leveling system looks much more immersive than the Skill-Based one. You will became better in combat while you are actually fighting (playing) instead of becoming better while you are alt-tabbed doing something else.

    And whatever is your opinion on this matter; I beg you, please, don't say that you are Very Disappointed, that it Sucks, or that you Hate the Leveling system.
    That's an overreaction and will much probably make the developers sad and upset.

    I thank you for your patience and attention,
    Peace,
    Leos.
     
  2. MalakBrightpalm

    MalakBrightpalm Avatar

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    I'm just chipping in my two cents on this:

    Training with a sword and mastering water magick is stupid. On the other hand, there IS a role for skill trainers. I don't like the idea that the ONLY way to learn a new skill is by standing around practicing with it. There is a role for paying a pro to show you the ropes, and people all the way up to the doctorate level routinely seek continuing education to sharpen up their skills, so I don't buy the idea that the ONLY use for trainers is to get you started in a new path.

    I voted for percentile progression, but I lean strongly towards hybridizing the two systems.
     
  3. Morkul

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    What is experience?
    Example:
    If I earn all my experience one level be using bow don't necessarily needs that I actually learned something by it, depending things like how good my bow skill is, what kind of situation my bow skill was used, etc etc.
    If I on the other had was sitting and studying a few swords fighters during my level I might be able to learn something. If I then go to a trainer that train my in the art of sword fighting I would also learn, right?

    So I ask again what is experience, or rather what are experience in the game representing?

    I would really love a good skill gaining system where you learn via usage. I have seen several games attempt making systems like this and all have failed miserably. There is several PnP role playing games that have skill based system but then you have a human DM/GM that simply won't give you skill uses unless there is a proper purpose for using the skill. It's just that proper use of the skill part no compåuter game have mastered yet and I think it's going to be really hard to make a system without holes in it.
     
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  4. charock

    charock Avatar

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    I hate leveling system .....
     
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  5. mike11

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    skills
    . I dont care about the flaws of skill use system. it was funner.

    using macros to level is a simple fix, at least it shouls of been.

    Sent from my GT-S5690M using Tapatalk 2
     
  6. Melvaunt

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    It's too bad they pretty much have their minds made up already on the deck skill system... I really miss the open concept of having skills it was an awesome system, and would be here too. I have to say as much as I want this game to be great I can't help but have my doubts after playing on steam the last couple nights.
     
  7. Grogoth83

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    So i personali dont like the curent skill system!I do prefer the UO like skill system,if not they need to add at least 10 more skill trees to make the game more interesting,everyone is windgusting atm...... i dont like that !In UO there was a choice,in SOTA at the moment there is not,everyone is with the same skill build or something very close to it. /bow to the Devs ! love you all :)

    Im talking about pvp here.Everything PvM looks ok-ish.But comon ;) some people are here for the blood ^^
     
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  8. Net

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    The issue are not missing skill trees, there is already too many of them, the issue is that only about 10 abilites are worth using and few are 'must have':)
     
  9. Raok

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    Slap an experience bar on each skill. As you use abilities in that skill tree, it levels up and you're allowed to go deeper into the tree. Make the first skill or maybe first few skills available at level 1. Melee levels tactics, magic levels focus. Bam, easy hybrid system. If you're putting points in skills you actually use, you'll never notice it, but you also won't be able to use one skill line while leveling a completely different one.

    Also, I didn't vote because there's no option for a hybrid system.
     
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  10. Curt

    Curt Avatar

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    IF you want to have it so you need to use a lot of death magic for example to master death magic.
    Could have so some trainers has tasks/quests you had to complete before they is willing to teach you, that tasks/quests should involve using the death magic (if wanted to learn better death magic skills etc)
     
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  11. Xi_

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    this is exactly whats needed.
     
  12. Raok

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    I think something like this is already planned, isn't it? Currently we just have Joe the Skill Trainer and his extended family of travelling know-it-alls as a temporary measure.
     
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  13. Aetrion

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    I have to honestly say, I'd prefer an in-between of the two. A strict "learning by doing" system just always kills my sense of immersion the second my main skill maxes out and suddenly I feel like I'm being penalized by not advancing whenever I use the thing my character should be best at. If you could advance in any given skill forever I wouldn't mind it, but I just really hate to be staring at a 100% and the game basically telling you "Yea, sorry, no more rewards for playing the way you enjoy". Learning by doing and caps on advancement just don't go together for me, but it's impossible to have a balanced game that doesn't cap skills somewhere.
     
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  14. c0hlera

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    Yes! Im so glad percentage leveling is winning with the great majority! If they decided to keep the standard leveling and point skills system I will just unistall this game and never play it again seriously and go play other bullshit MMORPG like WoW or FFXIV!(Not really, but Im out of SotA) the reason I pledge it was exactly that skill system that was the most genious thing in UO and nobody ever done it like that in all those years.. I tested and really like how the game is going, graphics and menus and cities and combat system but If this game will not have that then I have absolutly no reason to play it... just waste of time
     
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  15. Ice Queen

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    I feel like we've already lost this battle. They've decided on the current system, I just don't see them changing it sadly.
     
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  16. draykor darkale

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    I used to love summoning those bladed wheel things, christ I can't remember the name, and just keep fighting those to get parry up. Do not want EXP - Levels at all.
     
  17. Ravenwing

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    I agree that we will be stuck with the current system. It can still be salvaged with polish; better animations, fluidity, better character models. Making combat faster would greatly help, glyphs pop up way to slowly at the moment.

    Most mmo's end up with a cookie cutter build that is the most popular in use, followed by several workable builds and a lot of dead in the water skills that have little value that no-one uses. The hard part for the devs is balancing...

    Switching skills needs to be painfull; a loss of earned xp points? Meaning you cannot re-spec from a grand master swordsman to a grand master fire wizard for a cost in gold. The highest tier specialisation skills do need to be awesome to induce players to go deep into a skillset.

    Given that we are still pre-alpha there is plenty of time for improvements to be made. All the gnashing of teeth now is a bit premature.
     
  18. Duke Gréagóir

    Duke Gréagóir Legend of the Hearth

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    I am good with the system they have in place. It is new and refreshing. If I want the old UO skill system I just log onto my EA UO account.
     
  19. majoria70

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    I would say I do not like the system as it is right now, but that is understandable since I am not seeing the whole systems yet. What we see 'now' is not all that we will 'see' later. It has been mentioned that going further would require a quest to perhaps locate a person who can train you. I do think that kill/level is a boring grindy thing. I have lately been going into the game, which of course is not 'the' game yet I know, and thinking yikes. So I walk a few feet and suprise,(sarcastic face) here is another monster/creature that I can kill or who wants to kill me. Why are these creatures standing around? What is their purpose? Are they just waiting for me to come by so they can attack me, how boring. Whatever system we have it should not be boring but interesting. I say don't put creatures every few feet standing around. Perhaps we need them now to test their AI as it is implemented and to test combat and a multitude of other facets, but then I don't want it to look like this. Whether we have a 'USE" or 'SKILL' system doesn't have to be just like any other game whichever way it goes. This is not suppose to be a leveling type of game anyway. Yes you do level, but it was suppose to be absorbing, deep, and interesting, and not grindy or gear based. So I have to vote for the system we have now, but with conditions do I do this. So one thing would be, If we must have a skill based game, how it looks and functions is temporary to test with only. :)
     
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  20. Xi_

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    blade spirit!
     
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