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[Poll] Skill System

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Viper3X

  

67 members have voted

  1. 1. Would you like to see these changes implemented?

    • Yes
      21
    • No
      46


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I don't really like this because I don't think it would be possible to be a master in each skill which would be bad for characters like me who are masters in one skill from each of those categories. Also, I find that the current skill system is great but that adding the category thing to me would be a step backwards because people would start to all be self-sufficient. So, my vote is No.

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I really like the idea... but the only problem is the "Combat Group". I don't know how it could be fixed but if you had the 100 skills points in that you would destroy anyone in a fight. I just hope it's balanced :)

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This is nonsense. To my opnion, of course. And here's why:

Thus completely beats the point of cities and stores. Why would there be a lumberjack AND a blacksmith, if both are the same thing? And why be a swordsman, if you have mastered the bow by training swords as well? That's just bad rp. Thiswhole idea kills RP in a lot of situations. -1, please.

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It removes the personalisation and customisation of your character. I may be a lumberjack but I have no skill in mining.

The bonus of the skills system was to have characters that have good and bad traits. Lumping similar skills in together removes this aspect entirely

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Listen to the community. Having 100 gathering and you're suddenly the best fisherman farmer lumberjack digger around? Or 100 combat and suddenly you are a martial artist who uses and axe and sword? Even processing, suddenly a blacksmith is the best miner and cook? I seriously hope this does not get implemented if it is going to be grouped like that :/

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I'd like to know how the new skill system works before forming my opinion.

How is it different from the original system?

At first glance it sounds to me like a benefit, than a detriment.

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Guest Jhonen

I'm voting a No on this because firstly the lack of information regarding it if it were to be implemented. Secondly it doesn't seem to fit character growth in individual skills which many people do. An example of this is if you had a blacksmith who wanted to learn the art of swordsmanship so over time he would put points into combat but since he can not define it as swordsmanship he is suddenly a perfect archer and axeman. And lastly I worry about people just grinding the combat skill and becoming PvP gods who slay all in their path.

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I'd like to know how the new skill system works before forming my opinion.

How is it different from the original system?

At first glance it sounds to me like a benefit, than a detriment.

The system is aimed to center around player types. You have characters who center around combat, so we have a skill that levels up all the combat skills at once. Is it realistic to say a skilled swordsman will always be a good archer? No, but again it's aimed to best suit the needs of the player. Players who are known to fight a lot will want to be good archers if it's all they have available.

There will be three or four groups of these skills, and each one will go to 100 like a current skill, which would be equivalent to 100 in each of the subtypes of the skill. There will probably be a 125-150 max skill level cap, so that you can max out one area, and then have a little bit in another area if your character is involved there too.

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It removes the personalisation and customisation of your character. I may be a lumberjack but I have no skill in mining.

The bonus of the skills system was to have characters that have good and bad traits. Lumping similar skills in together removes this aspect entirely

This ^

EDIT:

The system is aimed to center around player types. You have characters who center around combat, so we have a skill that levels up all the combat skills at once. Is it realistic to say a skilled swordsman will always be a good archer? No, but again it's aimed to best suit the needs of the player. Players who are known to fight a lot will want to be good archers if it's all they have available.

There will be three or four groups of these skills, and each one will go to 100 like a current skill, which would be equivalent to 100 in each of the subtypes of the skill. There will probably be a 125-150 max skill level cap, so that you can max out one area, and then have a little bit in another area if your character is involved there too.

That would be a problem for someone like me who is a master axe fighter, a master smith, and a pretty good lumberjack. With this system, the RP I've developed as my character would be ruined because I couldn't have the stats I needed.

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I definitely don't think this would work. It would remove a lot of character utilization and would make combat trained people absolute gods. Why should ones skill in mining translate over to say lumberjacking?

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I'd like to note that mining should be in gathering and not processing. You gather materials with mining, and in order to even mine deep you need excavation.

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Listen to the community. Having 100 gathering and you're suddenly the best fisherman farmer lumberjack digger around? Or 100 combat and suddenly you are a martial artist who uses and axe and sword? Even processing, suddenly a blacksmith is the best miner and cook? I seriously hope this does not get implemented if it is going to be grouped like that :/

We do listen! - and will. :geek:

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I'd like to see a skill system where all skills are assigned and not grinded.

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We do listen! - and will. :geek:

I remember when one of the Admins told Bluudermore that the players opinions does not matter.. This was one of the reasons Blunder left... How can we be certain that this isn't just going to go to vain.? :(

R.A.A Blundermore

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