Other > Suggestions

Total skillpoints overhaul

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Josh:
I like it! Its like a less invasive version of my old suggestion.
(http://fodev.net/forum/index.php?topic=18780.0)
However it doesn't address the problems already brought up about some skills functionality. With the current system you might as well drop the last 3 skills off of Backup.

OskaRus:
If this suggestion is primary for reducing alts it can not fulfil this requirement much.

For example my alt situation:
1 BG pvp ape + 8 tent alts
1 sniper pvp ape + 8 tent alts
1 energy pvp ape + 8 tent alts
1 BG, 1 SG, 1 armour crafters
1 stealer
1 barterer + 10 tent alts
some other failbuilds forgotten in the ashes of wasteland.
(i realize that there are many other kinds of chars which have to be separate alt like sucuideburster/bomber, merc leader, .... but i dont use them so this is only example.)

As you can see 80% of alts are just lvl1 tent alts. Not mentioned at all

Altough tent alts migh not be considered as relly "active alts" which run around wasteland and meets other players. This suggestion would allow to merge 1pvp ape with 1support char and one crafter char reducing amount of active alts to one third but reducing overall amount of alts by only one third (included reduction of tetn alts associated with support chars.).

Imho the effort to implement that kind of mayor change with all exploits and bugs and reballancing which will occur on the way is not worth one third reduction in alts.

avv:
The thing with skillpoints is that they offer a tradeoffs. But in fonline players go "Tradeoffs? I don't want to trade anything off, I want to keep it all". In singleplayer tradeoffs create replayability but in multiplayer it's alts.
To cut alts, you'd have to cut tradeoffs which basically meant all skills 300%.

Or you can make every char so versatile that he can do most things and the rest he can compensate with equipment. Like cha1 guys drink beer or take mentats to compensate their bad leading skills.
Changing alt resembles just changing equipment these days anyway.

Opera:

--- Quote from: avv on October 24, 2011, 12:16:36 PM ---In singleplayer tradeoffs create replayability but in multiplayer it's alts.

--- End quote ---

That's pretty much true.

I think there is still a way to eliminate crafting alts, mining alts etc and still having trade offs, but it's a harsh solution. Quickly explained below.

Things needed:
- Battle.net like account system (1 account per person, your account contains all your characters)
- Item crafted / found by character x on account y cannot be given to other characters on account y.
- Only one character from account y can be in faction x.

This way you cannot:
- Gather resources and give them to your main char.
- Craft items and give them to your main char.

This would force...
- ...you and your faction to buy items you and your faction cannot craft from other players / NPCs
- ...faction to look for a specific player (e.g. we need a gunsmith)

That's quick and dirty explanation. This also goes to category "just-popped-into-my-head" so I'm not surprised, if I have missed out something important. If this was combined with the system Graf is suggesting, it could be pretty cool... maybe.

RavenousRat:

--- Quote from: Opera on October 24, 2011, 01:20:40 PM ---That's pretty much true.

I think there is still a way to eliminate crafting alts, mining alts etc and still having trade offs, but it's a harsh solution. Quickly explained below.

Things needed:
- Battle.net like account system (1 account per person, your account contains all your characters)
- Item crafted / found by character x on account y cannot be given to other characters on account y.
- Only one character from account y can be in faction x.

This way you cannot:
- Gather resources and give them to your main char.
- Craft items and give them to your main char.

This would force...
- ...you and your faction to buy items you and your faction cannot craft from other players / NPCs
- ...faction to look for a specific player (e.g. we need a gunsmith)

That's quick and dirty explanation. This also goes to category "just-popped-into-my-head" so I'm not surprised, if I have missed out something important. If this was combined with the system Graf is suggesting, it could be pretty cool... maybe.

--- End quote ---
And why player can't make.... 2nd account for crafter? >_>
Then he'll "buy" it for free from his 2nd account and would be able to use it.

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