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Skills

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avv:

--- Quote from: Solar on February 20, 2011, 02:03:14 PM ---The difficulty comes in that if you just increase potential you end up with clone chars everywhere as they are able to do everything. You can increase skill points and rather than diversify their char with the extra freedom, people will take the smaller boost to combat potential - and the gap between "normal" chars and a power build just increases
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It's not that problematic if one char can do many things, it doesn't damage the roleplay concept. Roleplay is about who you are and who your friends and enemies are.

Solar:

--- Quote from: avv on February 20, 2011, 03:45:44 PM ---It's not that problematic if one char can do many things, it doesn't damage the roleplay concept. Roleplay is about who you are and who your friends and enemies are.

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I mean in terms of combat, rather than soft skills. If you have many levels, so your good perks:available perk slots ratio is close to 1:1 AND you have so many skill points that you can be great at first aid, be great at sneaking, always be 95% to hit in any situation, etc- then you get chars which are near identical in terms of their combat role and team dynamics means little.

avv:

--- Quote from: Solar on February 20, 2011, 03:50:38 PM ---I mean in terms of combat, rather than soft skills. If you have many levels, so your good perks:available perk slots ratio is close to 1:1 AND you have so many skill points that you can be great at first aid, be great at sneaking, always be 95% to hit in any situation, etc- then you get chars which are near identical in terms of their combat role and team dynamics means little.
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The game doesn't have to come to the point where everyone has so many skillpoints and perk slots that builds become too similar. The point was that chars could have more stuff available for them by default. For example everyone could be able to sneak, why not? It's just their success would mainly come from how they act ingame (terrain usage, equipment, expecting enemy movements), rather than the skill%. Skill% would only unlock more perks and be used against npcs and quests. This way there's more to do for everyone, and less reasons to make a minmaxed alt for every task, but sneaker is still a sneaker due to his perk and equipment choices. 

Crazy:

--- Quote from: avv on February 20, 2011, 04:09:51 PM ---The game doesn't have to come to the point where everyone has so many skillpoints and perk slots that builds become too similar. The point was that chars could have more stuff available for them by default. For example everyone could be able to sneak, why not? It's just their success would mainly come from how they act ingame (terrain usage, equipment, expecting enemy movements), rather than the skill%. Skill% would only unlock more perks and be used against npcs and quests. This way there's more to do for everyone, and less reasons to make a minmaxed alt for every task, but sneaker is still a sneaker due to his perk and equipment choices. 

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He have a point. You can have the skill, but you have not so many perks, and many are great for one weapon and useless for another. And in combat situation, you will have to make choice by taking different equipements. You can't tank and sneak at same time, cause the BA and the plasma rifle won't allow it.

Solar:
Sure, that works because we have a limit and its not just a limitless system. So you only have those 7 perks (or 8 or 9 or whatever we use post wipe) and you can't just build an alround char.

Hopefully we have many good perks after the next wipe, so we have a good ratio of slots:options.


As for sneak working for everyone, I don't agree it should work for everyone independent of skill. I do like the idea of situationally boosting sneak though ... for night time, skulking next to walls, etc ... and for that to make having mediocre sneak worthwhile and having a better sneak allows you more freedom. This mostly needs engine changes for us to be able to do it, so it might take a while.

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