Levelling your skill

Hi all,

We’re looking to do a lot of market research before our main development of our project, to ensure we get this right and attractive to new players. One thing I want to look at currently is Levelling. I don’t think we can work with exp character levelling unlocking different moves and abilities. Our project will be more focused more on your experience with the items/weapons you use, and degrades over time when not using that item/weapon. Same with speed, endurance and other various specs we are looking to implement.

For example, if you were to pick up a two-handed great sword and used that constantly. Your skill with that would be much more greater than if you suddenly switched to a Bow. It’s two different skills you would need.

Now with that in mind, in terms of receiving and learning new moves. Do players like yourselves like to learn new moves the better skill you have at a certain weapon? Or would you prefer to learn new moves at say a trainer?

What are your thoughts?

Ahh man, no replys :frowning:

This question is kind of open, as there are loads of players out there who prefer both.
I play MMORPG’s and RPG’s a lot, so I am quite familiar with the standard levelling(which I hate BTW). I know a lot of people who prefer the old school levelling, and while your idea seems nice, many of these people are going to oppose it.
It is similar to the action combat now a days. SOme people love it, some people hate it.
Still, Id suggest you go on with it, seems to be a good idea. Best of Luck

Forgive my typing… on the phone atm…

To incorporate that type of system, I would use an experience increase / degradation logic. For example:

  • +25 experience to weapon type on use, -5 experience to other weapon types.

  • For each X amount of xp for that weapon, you either level up or down with that weapon type

  • Damage = weapon level, player level, random dmg between min/max dmg, skill damage, enemy level, enemy resistance to dmg type

The exact formula to use is up to you.

Now, for the second part of the thread, I personally like the player level system (traditional system) with a weapon/armor expertise system. This gets rid of the class system more or less… jowever, the player should be able to start with a profession… ESO handled this ok when I played it.

Many action games which have incorporated RPG elements have went towards the route of leveling up weapons through actions such as Skyrim. The problem is that most players enjoy to play optimally and once they have leveled a weapon you have created a system which gives them a disincentive to continue to use their most powerful weapon skill. By using that weapon they are not gaining experience for a weapon with it maxed out which inherently tells the player they are “losing” experience. Thus they simply use the weaker weapon.

I would avoid building such negative systems into a game of mine.

Thanks for the feedback, appreciate it.

We are looking at various options. One of them being a Character level system where this effects Endurance, Strength, fitness, confidence, etc. And then having a experience leveling system for weapons, which will dictate the speed of using your weapon, confidence, and skill.

Job specs is another ball game, but for example if I chose to be a blacksmith this in effect should effect my strength rating which would help with my character leveling also.

As I said, just ideas for now.