3, no doubts.
Also 4 (Other), I like games where you have a separated SEXP (Skill Experience Point) pool such as Silkroad's SP system.
In other words, I like games where you can have all of your skills capped, depends on your grind.
Reputation: 103, no doubts.
Also 4 (Other), I like games where you have a separated SEXP (Skill Experience Point) pool such as Silkroad's SP system.
In other words, I like games where you can have all of your skills capped, depends on your grind.
Good old skill points work for me I hate games that require experience points.
I prefer skill via usage, i remember when FlyFF had that xD was fun sitting out side Darkon spamming heals and talking to friends xP
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Reputation: 33Skill leveling by usage BIG time.
or by like how they had it in Fable
You get either Strength, Skill and Will points that drop from monsters you have use to buy skills.
That was REAL fun :3
Skill growth via usage, Ultima Online style. It does have its faults like said before though, because it's easy to exploit the system by macroing or botting, but I still prefer it. You get a sense of your character actually growing, you slowly notice how his attacks miss less, he does more damage, he heals for more or his magic fails less often.
Skill points are fine when the possibility of coming up with different builds exists. Take for example DFO or other similar MMOs. But let's be honest here, most games promote following cookie cutter builds because certain skills on a skill tree are useless.
Reputation: 22Other, buying the skills as skillbooks etc. I like how WoW did their skill system, where you can get all skills, but the build you have to think about is the talents. Tendency of learning skills by points is it only leads to one goal. You get single target dps skills = going for soloing PvE or PvP. You get aoe skills = you're mobbing, crowd control etc.
I love the eve online skills system u train a skill it takes it time but best part is u can do it offline no need for grinding to get skills points or so. No staying logged in for hours a end to get 1 lvl to get 1 skill that is half shit. ^^
Reputation: 46Class skill : Skill points/skill trees.
Crafting/life skill : Training via usage.
Reputation: 482A combination of skills that level up per use and skills you learn from a type of experience gained from killing monsters or doing quests is what I'd like to see.
Reputation: 10I suppose it depends on the type of RPG that i'm playing. For example, if i'm playing an MMO, then I would rely on the skill point system, some games require certain amounts of skill points in certain catagories in order to be able to use them. If you're playing a game like Final Fantasy, then a different type of leveling system might be implied, such as when leveling up, the skill points are automatically assigned rather than given the choice based off of class.
I'm going to go with option 4 as a variation on option 3.
In Gamania's upcoming live action MMO, Core Blaze, characters level skills by using them. However they hit a hard cap that can only be lifted by performing difficult ingame achievements that reward you with 'belts' like awarded in martial arts.
That way there is still a grind involved, but pure botting can't get you to max skill level because you have to embark on difficult missions in addition to fully unlock your skills. This is what rewarding progression feels like.
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Final fantasy IX's weapon skill system was really neat. Increase weapon proficiency by using a certain weapon and unlock weaponskills for that weapon after hitting certain proficiency lvls.
For a system like this to work weapon proficiency caps should exist based on class as FFXI has done.
WoW's weapon expertise system, on the other hand, does not work. The expertise does not give enough benefit, except for slight accuracy increase. People just end up using whatever weapon they can find that has the best stats rather than specializing in one weapon.
I combination of 1 and 3 would be ideal.
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I definitely definitely don't like option 2, i.e you get points from killing mobs and you can spend those points to learn skills. Here is why: If people hit the lvl cap they couldstill keep obtaining skill points and potentially max out everything. This leads to not only lack of customization but huge came imbalance.
3.
Kind of like in 9Dragons when you're training as a buffer, your buffs get better the more you use them.![]()
Hands down and up, skill growth via usage.
Reputation: 32First off calling TL;DR on the thread so excuse me for redundancy
Second: I chose 3, and i'm quite sure many people were thinking of Flyff before version 7 or whatever bullshit that dragged it down. Leveling skills by usage presented an interesting challenge in the game especially as an elementalist, it was amazingly fun to purposely pick out different mobs to train my skills and spiced things up rather than pumping one skill full of points and then going out to do some dmg. People who had a high leveled skill were deserving of it, arena's were filled with slightly less "omg that skill is so fast and OP" and as a result were way more fun and challenging (****ING ACROS).
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I actually like #3 best... but only when done the right way. Using an axe often to increase your axe skills and to bulk up your character if they're using heavy axes makes perfect sense. Casting fire based spells to increase your proficiency with fire magic makes perfect sense. Jumping up and down like a ****** everywhere you go just to level up your jumping ability is not the right way.
The first two examples promote normal gameplay and a normal flowing growth in character abilities. The third example promotes abnormal gameplay and you feel like an idiot while playing. Now if the game has a sprint button and sprinting strengthens your legs which then in turn helps you jump higher and farther, that makes sense.
ive grown to love the darkfall/uo ect skill system even if darkfall is a massive grind.
3, makes people use their skills more instead of just click and wait, same goes for healers/buffers, that actually use their spells to help.
I chose via usage.
I think it's cool because it's more realistic. Your character is able to cast stronger skills because he constantly uses it.
Also, I like this if it doesn't become a second grind. I think it would be great if skill progression would somehow coincide with how you progress with the quests/story/level. It shouldn't be an insane number like 1000 times to level up by 1 when you get to higher levels. Again, it should be manageable, and should level up in tandem with the character's level.
FLYFF's early skill system was awesome.
Reputation: 11If I were to make a game, it would probably have a mutation system that altered appearance.
-Start off looking human with some minor appearance options like hair color etc.
-When you enter character screen, you'd the choice of making your character have two heads, egghead, muscular head etc. What would be available would depend on attribute points you distribute and level. like needing 10 intelligence and lvl 10 to choose egghead. Choice is permanent.
-Those choices would come with different skills. Egghead would get a fireball spell(and a few others).
-Those skills improve by use and have a cap. like egghead fireball lvl 5
- mutations are cummulative, pick a red glowing eyes mutation that has fireball skill as well as egghead, and it would raise the cap to fireball lvl 10.
-every body part would have a # of mutations to choose from so at the end your character would look quite different than someone else's.