I like the thinking behind the OP.
I didn't read much more after that. but, since we know Pantheon won't do anything like this, I do Keep hoping for AA exps later in the game.
Not sure what the answer is, but I like making my skills and stats better instead of racing to max level.
WE LOVE LEVELS!!
:)
and actually want even more than levels....AA's make the game go forever and its freakin plain lovely.
I keep coming back to this issue. I ask myself the question "What games have I played that employed this sytem of progression, and did I enjoy it?"
Simple answer. Any Elder Scrolls single player game. And yes, I've enjoyed them all. They royally pooped the bed with Elder Scrolls on-line, but if all they did was take Skyrim, EXACTLY as it is but with more difficult mobs, and added on-line multiplay, then I would be probably playing that and ignoring Pantheon. (don't hate me for that).
At the same time, the level system just works. So. Darn. Well.
I can't decide :(
-Tralyan
disposalist said:It sounds like Saga of Lucimia is going for an XP-less skills based system. In the video interview on thier site they don't get asked how they manage balancing and grouping and it doesn't come up (unless I missed it - it was like two and a half hours)...
Tralyan said:Simple answer. Any Elder Scrolls single player game. And yes, I've enjoyed them all. They royally pooped the bed with Elder Scrolls on-line, but if all they did was take Skyrim, EXACTLY as it is but with more difficult mobs, and added on-line multiplay, then I would be probably playing that and ignoring Pantheon. (don't hate me for that).
At the same time, the level system just works. So. Darn. Well.
I can't decide :(
I love what Sage of Lucimia is doing and I know they are going with a classless system (which doesn't necessarily excite me) but wasn't aware of the possibility of them doing away with the traditional xp system. I just hope they get the class system down right. I've never been a fan of this.
Enitzu said:Fulton said:The biggest issue I see with skill based xp is limits. At some point the game has to expand, even horizontal expansion has it's limits.
With levels, they can just raise the max level range. Not sure it is as easy with skills. If max skill is say 100, and that means your character has mastered that skill, then where do you go from there, move it to 125 cap? What benefits do you get from your skill being above 100?
More damage, new abilties, etc.
But the whole system couldn't be based off of just weapon skills. That would be a pretty shallow build of a game. There needs to be more fleshed into it. And yes there would have to be caps and limitations put in to prevent things going too far out of balance so essentially there would still be a 'cap'. But what there wouldn't be is only x y and z zones to really do anything in for end game. The entire game would be viable. They could add content by having some Dwarven mining team uncover a cave that leads into a new area of a map in the lowbie zone or some ogres find some under ground tunnels after smashing each other through the floor in a bar brawl. Thing is, with horizontal progression everyone is able to do the same things. Some may have an easier time with high skill levels and such but even a brand new toon could have access to those areas. Not just the people sitting at cap. With no levels then there is no out leveling the areas or not being high enough. You simply go where you want when you want. This is really the only way to get a true sandbox imo. Any game containing vertical progression is subject to a some what themepark ride along. you may not have the quest hubs to follow but you have the zone limitations by level.
While I can certainly appreciate a more organic feel, these kinds of changes are just the same thing in a different box. Whether you have general experience, or you simply relegate progress to individual skills (represented by numbers - just like xp - just like levels), its all the same thing.
To me, if you're going to do away with levels and experience, do away with all the numbers. If you want to know whether or not you are stronger, hit a mob a few times. If you couldn't kill the mob in a few hits or nukes yesterday, but today you can, then you are stronger. Otherwise, go back to training.
Anything less than a change of this magnitude seems superficial to me.
The only MMO games Ive p[layed that were able to pull this off were Darkfall and Mortal Online. Both were hardcore full loot PVP games based on skill levels only no player levels at all. I'm not sure if this concept can work in Pantheon because of the way its designed. As some mentioned, how could you go into a high level dungeon not knowing what type of players you are grouping with ? I hate level restriction in many ways but in this respect im not sure it can be pulled off without a complete overhaul of the entire game and thats not going to happen. I enjoy going into high level areas usually a few levels higher than my character is supposed to be able to handle just to enjoy the challenge, sure it slows things down but its a lot of fun knowing you could do it or get your brains beat in. This may not be the best course of action in a heavy death penalty game so I may have to back oof that stance just a bit in Pantheon
Dullahan said:To me, if you're going to do away with levels and experience, do away with all the numbers. If you want to know whether or not you are stronger, hit a mob a few times. If you couldn't kill the mob in a few hits or nukes yesterday, but today you can, then you are stronger. Otherwise, go back to training.
Anything less than a change of this magnitude seems superficial to me.
A lot of those ideas were implemented in Darkfall and Mortal Online as Crypton mentioned. You gained stats and skills based on relevant actions. Mine a rock, gain strength. In Darkfall, you gained skills like rigor and vigor from combat actions or taking damage which then naturally enhanced your resistances and character health. Different tradeskills, forms of combat and everything else provided additional attributes and buffs to a long list of passives.
It seemed like a neat idea, but after playing those games and looking back in retrospect, it was mostly convoluted. It was an interesting layer of depth on the surface, but deep down what made MMORPGs compelling were the much simpler ideas and these systems only complicated them.
Looking back, you sort of have to pick your poison. You can make the character development more complex, dynamic and organic, or you can make the content in the world more complex. Thus far, the worlds and "PvE" of games that chose the former had very shallow content. That doesn't necessarily mean that its impossible, but it seems to carry some pretty innate complications. The problem to me is that once you increase the number of variables that those highly hybridzed systems have, you lose the necessary structure to create balanced content thats approachable by the average player. In short, it just becomes convoluted.
Again, not saying its impossible, but I just don't think its necessary. Its majoring in the minors in the wider scope of the mmorpg. I also think its irrelevant to a game like Pantheon, and pretty much incompatible. Time will tell how it will work with SoL, but I'd bet a large sum of money it will be a plague on content development and balancing most of their combat related systems.
what i like about the skill based leveling:
1. you are always gaining power always getting stronger... etc.
2. no needing to wait in order to play with friends who are new, or needing to create a new character to play with them.
3. it would make pvp more interesting, hrmm is this guy killing goblins a newbie? should i try to gank him? what if he is just in the low area but has outrageous skills?
what i dislike about skill based leveling:
1. it obfuscates (yes its a word) progression, what skill level do i need to goto HighPass? can i solo this little cricket?
2. It is something different and i dislike the new and different.