» Sat Jul 25, 2009 10:03 am
First of all in any good game it is not the skill level you have but how you use it.So if you are a good player and want to kill someone else find a good smart/skillfull way and do it.If you cant use your skills good(and i dont mean requiring five hands for macros i mean find their right uses and use your brains for a change)and you depend on those skills to make you uber just by existing then a the whole game is at loss and you would be better playing an FPS.
My point is exactly what you say in your last sentence if i get right.You cant open the vault because you cant advance your lock picks/hacks to the same level as another char but you advance to some point were you can get some medium level locks/computers.So you still need specialists.What i advocate is that no char should be excluded for a certain lvl of all skills.But if you want to reach the top you have to specialise in some and forfeet some others.This would be good to be done midlegame since you will have a good taste of the game mechanics and know what will do the tick for you.
Indeed, the idea of everyone being able to max their skills given enough "progession" (as we still don't know if it'll be level based - as far as i know, anyway) is quite discouraging.
That being said, i would rather see a system that depended on usage rather than time spent, as a means of limiting progress. The difference is minute, but tentative.
Say you fancy lockpicking and sneaking around, do that a good deal, and you gradually start to gain points in those areas.
If you don't like those things, it'll be something you have to "grind" and wouldn't want to use anyway.
Now of course such a mechanic would need limitations to avoid the good ol' Morrowind "jump till i level" abuse.
So for sneaking, avoiding detection when the possibility of being noticed is there would count towards increasing that skill, using a weapon would increase skill, given the target is hard enough compared to your level.
Making those sort of balancing mechanics would avoid overly specialised characters, but still let you choose to go in a different direction, without having to create a new character - should you happen to be past the mid-section of the game. And still let people specialise should they want to, yet to some extent still make the game a game where player X can specialise and reach "optimal skill" sooner than player Z who's played many months and managed to go "PING!" enough times.
End result for a specialised character: He may be able to unlock your dads bra, but he wouldn't know which way to point a gun.