level up! do you think we need a different system?

Post » Tue Dec 29, 2009 10:16 am

i wont specify to much, but i dislike how so much is wasted in oblivion/morrowind. selecting stats is reasonable, but the multipliers always mean you waste something. like when you get a x5 of something, but havent got anything else, or when the player has several large multipliers. (please note, i want nothing like fallout)



does anyone thing a more efficient system is needed?
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Life long Observer
 
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Post » Mon Dec 28, 2009 11:34 pm

Absolutely, but I still want my character to level up by using his/her skills and getting better at them. I think that's the most important part of the system, and should not be changed.
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Scared humanity
 
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Post » Tue Dec 29, 2009 12:48 am

The overall system made perfect sense and worked, the multipliers were pointless and rewarded people who "planned" and ruined all fun of casual leveling. It usually hindered people for casual leveling.
But the part where skills were raised by use, perfect.
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Taylor Bakos
 
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Post » Tue Dec 29, 2009 1:28 pm

Absolutely, but I still want my character to level up by using his/her skills and getting better at them. I think that's the most important part of the system, and should not be changed.



i would be extremely disappointed if it was something different
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Kayleigh Williams
 
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Post » Tue Dec 29, 2009 12:02 pm

I wouldn't mind small tweaks, but neither would I mind if it stayed the way it is.
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Hearts
 
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Post » Tue Dec 29, 2009 12:39 pm

Absolutely, but I still want my character to level up by using his/her skills and getting better at them. I think that's the most important part of the system, and should not be changed.

This, I hope they don't make it like Fallout 3.
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Erich Lendermon
 
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Post » Tue Dec 29, 2009 6:27 am

Who wants to run around killing with a bow only to level up and put all your points in blade?
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matt white
 
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Post » Tue Dec 29, 2009 9:38 am

keep stats, keep skills, ditch levels completely. problem solved.
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Khamaji Taylor
 
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Post » Tue Dec 29, 2009 1:16 pm

Absolutely, but I still want my character to level up by using his/her skills and getting better at them. I think that's the most important part of the system, and should not be changed.

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Kelvin Diaz
 
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Post » Tue Dec 29, 2009 12:12 am

keep stats, keep skills, ditch levels completely. problem solved.

Do you mean that your stats should automatically increase when you level skills? That would be an interesting way of doing it, getting rid of levels completely.
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Irmacuba
 
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Post » Tue Dec 29, 2009 11:36 am

keep stats, keep skills, ditch levels completely. problem solved.

I LIKE THIS!!!!
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Emma Pennington
 
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Post » Tue Dec 29, 2009 1:35 pm

Do you mean that your stats should automatically increase when you level skills? That would be an interesting way of doing it, getting rid of levels completely.


i made a huge long-winded wall of text once about it but i can sum it up with:

skills are attached to stats. the more you use a skill attached to a stat, the more that stat grows.

fight a lot and you get stronger. run a lot and you get faster. buy and sell things a lot and you get better at talking people into doing things.
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jennie xhx
 
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Post » Tue Dec 29, 2009 2:01 pm

I used two mods called Progress and NGCD in Oblivion, they were an excellent system for leveling IMO.
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MatthewJontully
 
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Post » Tue Dec 29, 2009 12:16 pm

keep stats, keep skills, ditch levels completely. problem solved.

Do you mean that your stats should automatically increase when you level skills? That would be an interesting way of doing it, getting rid of levels completely.

That's what I'd go for. Dump levels altogether, and have stats increase for every X increases of relevant skills. Major and minor skills simply determine what level the skills start at. If you want to go something even more extreme, have your major and minor skills also determine the level cap on the skills.
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Ymani Hood
 
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Post » Mon Dec 28, 2009 11:37 pm

i made a huge long-winded wall of text once about it but i can sum it up with:

skills are attached to stats. the more you use a skill attached to a stat, the more that stat grows.

fight a lot and you get stronger. run a lot and you get faster. buy and sell things a lot and you get better at talking people into doing things.

I'd not be against that. That would be an awesome leveling system. :D
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Francesca
 
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Post » Tue Dec 29, 2009 8:47 am

That's what I'd go for. Dump levels altogether, and have stats increase for every X increases of relevant skills. Major and minor skills simply determine what level the skills start at. If you want to go something even more extreme, have your major and minor skills also determine the level cap on the skills.


i was going more for ditching the idea of major and minor skills too and having the class you choose or create decide just the starting value of your skills and their associated stats, but i like the idea of them being a cap.
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Jennie Skeletons
 
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Post » Tue Dec 29, 2009 2:17 pm

Yeah, upgrading stats as skills go up would probably be the best way. Most important is not having monsters level so closely with the player, or designating some areas (like those immediately around towns and such) as lower level areas and the remotest of mountains as higher level areas. Kind of like Morrowind having the Daedric shrine areas always be more dangerous than the general wilderness.
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Darrell Fawcett
 
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Post » Mon Dec 28, 2009 10:52 pm

i was going more for ditching the idea of major and minor skills too and having the class you choose or create decide just the starting value of your skills and their associated stats, but i like the idea of them being a cap.

I think both of those ideas sound really good. I would not mind which one they used.
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Jessica Phoenix
 
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Post » Tue Dec 29, 2009 3:45 am

I think it works fine. For those 'casual' gamers who do not want to plan, they can turn to difficult to easy to suite their 'casual' gaming experience. I don't necessarily power game but I do give some thought to the leveling process.
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Sarah Knight
 
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Post » Tue Dec 29, 2009 11:44 am

I want them to remove overall leveling and have the attributes increase automatically according to use. If they're proud of their skills increasing according to use, why shackle themselves to this horrid vestige of the old world of rpg crap where you pick the attributes to increase? Move into the 21st century, Bethesda.
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Alister Scott
 
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Post » Tue Dec 29, 2009 1:57 pm

I think the current leveling system is fine keeping the natural max around 50. Only things I don't like is that most skills were unbalanced compared to each other in the speed they level (i.e. restoration and mercantile took way to long to level in comparison to all other skills). The other thing I don't care for is some creatures not having health caps as you level up.
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Zualett
 
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Post » Tue Dec 29, 2009 9:54 am

I thin no levels could work really nicely. However we won't get the same feeling of progress. Could this turn off the mainstream? I don't know.
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Josh Trembly
 
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Post » Tue Dec 29, 2009 7:22 am

Oblivion's system worked fine... so why change it in any drastic way?

Of course, the whole no levels just skills idea isn't too bad at all. I'm just more of a "don't fix it if its not broken" kinda guy.
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Amie Mccubbing
 
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Post » Tue Dec 29, 2009 5:52 am

Hopefully shortblade, longblade, etc and all such skills get split again. A person skilled with a 2hander isn't necessarily going to be good with a dagger.
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Liii BLATES
 
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Post » Tue Dec 29, 2009 1:11 pm

I thin no levels could work really nicely. However we won't get the same feeling of progress. Could this turn off the mainstream? I don't know.


how would it not? without levels there wouldn't be level scaling, meaning enemies would stay relatively static. you start out and pick a fight with a guard and he drops you in seconds, but you train your skills a bit and pick a fight with him again and you'd completely dominate him.

of course, everyone else would hate you and probably try to arrest you. c'est la vie~*

a level is just a number.
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Breanna Van Dijk
 
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