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#41 (permalink) | ||
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Join Date: May 2008
Location: <-- That way -->
Age: 33
Posts: 427
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Quote:
But, because there is no Skill progression, everyone can do everything everyone else can do with the exact same outcome from day 1. There is no "Maxed Out" because there is no progression... And because there is no progression, there is no need for any character sheet, other than Weapons/Armor/Inventory. This also makes the only differences between characters, the Gear and the Player behind the toon. So, it'd still be an FPS, just with more interactive content... A glorified Counterstrike, if you will. Quote:
I'll grant you that Skill progression doesn't need to be in to be an RPG (Role Playing Game), but just how fun is it going to be if everyone is Role Playing the same character? I think it would take me about a day to cancel my account, if that. For me, the draw of MO wasn't the FPS-style combat or the Full Open PvP. Those don't phase me one way or the other. It was the brief description of the skill system, though I'm still waiting for either a much more detailed description or just to see it myself. I admit that it'll be nice to have a game where the PvP has some kind of in-game world meaning, not just an e-peen PvP rank. But I'd likely only PvP to answer a challenge, to help my guild/clan take land, or to defend our land. I'm not a random PvPer, I'd much rather work on skills, mainly those that help me survive in areas to gather materials for crafting. For me and my play style, Character Progression is one of the central factors of fun in an MMORPG. One of the many reasons I'm enjoying Ryzom so much atm. =)
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[Mats Persson], 'Things might sound cool and/or realistic on paper, but it's a completely different thing how they play out in the game.' |
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#42 (permalink) |
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Senior Member
Join Date: Apr 2008
Posts: 2,452
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good points about everyone playing the same all-rounded character character, but... well you could have a balanced character sheet. meaning there's skill distribution, but no skill gain. it doesn't have to be a 100% player skill system.
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#43 (permalink) | ||
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Member
Join Date: May 2008
Location: <-- That way -->
Age: 33
Posts: 427
Rep Power: 1
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Quote:
This is why I'm having fun with Ryzom. Yes, constantly working on skills is still Grinding, it's a seemingly endless grind... However, it doesn't feel the same. In Ryzom I don't feel like I'm grinding, I'm just enjoying doing things with my character; Running around exploring (it's a fairly large map), switching between melee, casting, harvest, or crafting. Fine tuning each of my abilities and spells to better suit my use at the moment. I know there are caps to each skill, but I also know it'll take years to cap them all, which puts me in no rush to do it. But each advancement I make in a skill sends me running back to the trainer, wondering what skill I'll train in this time, as I never seem to know until I peruse what's available. Where, in WoW, 4 weeks of semi-casual grinding to hit 70 with 375 in 2 tradeskills (and yes, I still had to go to work)... I did that with a Holy Priest. Then it's just a case of waiting for the raids to happen. As we all know, PvP in WoW is a joke, it serves no purpose other than Rank. Quote:
It comes back you your original question, "Do you need Character Progression to have fun?" In an RPG, yes, I do. Though, all in all, I guess it depends how you approach a game. If I approach a game expecting an FPS with intent to play, I'll be wanting an FPS and will be disappointed with the game if it's heavily RPG. If I approach a game expecting an RPG and find it more to what you described above, I'd be disappointed with the game as it would lack what I see as a crucial part of RPG games. I'm hoping MO is an RPG with FPS-style combat, but still an RPG. If it turns out that the game is more heavily FPS-style gaming, with little focus on character advancement (as in, it feels like an afterthought) then I will be disappointed and will move on. Though, I'm sure there's many on this forum that would be quite pleased, as I believe that is essentially what they are looking for, an MMOFPS with minor RPG elements.
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[Mats Persson], 'Things might sound cool and/or realistic on paper, but it's a completely different thing how they play out in the game.' |
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#44 (permalink) |
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Member
Join Date: Jun 2008
Location: Finland
Posts: 486
Rep Power: 1
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I remember when as a kid you'd play some imagined kids play (kid larp!) and suddenly when your character got into trouble you'd invent new abilities and stuff like that, so you wouldn't lose. It was an endless loop which nearly always ended up with the participants of the play fighting over whether the one should have that ability or not.
Basically taking progression and skill away from a mmorpg would lead to that. If a game is intended to last only for short periods of time (like few hours at tops), having no character progression other than your basic accumulation of wealth and gear, can work fine. But if you play longer, that's exactly what the player is left craving for. I wouldn't say an immediate no to a lot slower paced character progression system in which characters already start as moderately powerful, by distributing a considerable amount of skill points to start with. The actual progression would then be significantly slower, that it would take days to have any amount of progression, and for higher skill levels it could take even weeks to gain a single point. This way, the difference between a year old and a day old character wouldn't be overwhelming, but there would still be some, and most significance would be in wealth, equipment, social network, reputation between factions and stuff like that.
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Judgement and Perserverance "There's more to the picture, than meets the eye" ESAK: Achiever 33.33%, Explorer 86.67%, Killer 26.67%, Socializer 60.00% Follower of the Great Cat God Felissos |
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#45 (permalink) |
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Newbie
Join Date: Sep 2008
Posts: 4
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For anybody who hasn't played on a free server with max skills and stats.
I suggest you do so. There are free servers for every game, wow, eq2, lineage 2, uo, asherons call. And they are very easy to fine More to the point, those servers with max stats are plain and simple, not any fun. Its a time vs reward sort of thing, If you haven't put in time into your character its not going to feel very rewarding when you do something with it. |
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#46 (permalink) | |
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Member
Join Date: Aug 2008
Location: Texas
Posts: 270
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Quote:
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"I do not agree with what you say, but I will defend to the death your right to say it." ~Voltaire (Explorer 80%, Socializer 60%, Killer 40%, Achiever 20%) |
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#47 (permalink) |
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Junior Member
Join Date: Aug 2008
Posts: 72
Rep Power: 1
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i think you need character progression, it makes you feel as if you are growing along with your character. As you begin to learn more about the world and how to do things, your character is also becoming more skilled, more adept at a variety or more masterful at a specific thing. removing progression means everyone is a jack of all trades, but a master of all trades. then its just a Fps with swords and magic.
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#48 (permalink) |
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Member
Join Date: May 2008
Posts: 161
Rep Power: 1
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Traceur, this is definitely a interesting thread. However we can only give opinions as to how this will truly work.
Here are mines. If you take away character progression from a rpg, then it will definitely take away one reason that some players play rpgs. If they don't feel that they are accomplishing anything in the game in terms of increasing their character's ability to be greater then others. They lose a single aspect of the game to strive for. Realistically speaking, we are not all the same, so therefore we will never be the same even in terms of game-style even if we were given all the exact same characters. Therefore even when given the same abilities, we will undoubtedly be different. I definitely have to say that character progression has become one of the major aspects of rpgs, and by removing it is definitely a novel idea. It may end up both good and bad, however it's very risky at the same time since it is not a well known working idea. No possible way to truly analyze this without actual testing. Since the major keeping factor of players is a sense of accomplishment in the game. Though it doesn't have to be character base, it has to be something that distinguish them from others.
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Achiever 26.67%, Explorer 60.00%, Killer 66.67%, Socializer 46.67% Last edited by Vanndal : 8th September 2008 at 04:25. |
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