View Poll Results: What should be done with the Leveling system?

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  • Nothing

    41 64.06%
  • Fix it

    13 20.31%
  • Remove it totally

    10 15.63%
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  1. #1
    If you do not use that skill then you will loose those points that you place into it. The skill decay is not yet implemented.

  2. #2
    Xsyon Citizen
    Join Date
    Jun 2010
    Location
    The Great White North
    Posts
    8
    Also as I understand it the skill points you can assign after leveling are meant to be reflective of what your character is doing in the downtime when your not playing. So it doesn't make no sense, just little.

  3. #3
    Thats what i dont like about skill decay. I can do something until i perfect it and max it and then do something else and then im penalized for not mindlessly doing one skill for eternity. I hope skill decay is painfully slow. Id rather just do a skill and max it out and move on to something new and go back when i have to without having to relearn it. Sure, thats realistic, but i dont want realistic, i want fun. I invested enough time going from 0 to 100, that i shouldnt have to invest too much more time in that skill every time i want to use it after a break from it.

  4. #4
    You shouldn't be able to max out every skill and thats why there is skill decay. The other option would be to set hard cap for skills and letting you master lets say 2,5 skills.
    But then you couldn't respec that easily and be forced to do what you've learnt for eternity or reroll your character. I think skill decay is a good idea.

  5. #5
    Skill decay is to prevent people from ever "maxing" a skill and forgetting about it.

    If I'm not mistaken skill decay is faster the higher the skill level and the more total skil points you have. The leveling system is designed so that by performing actions using other skills gives you just enough to counteract the skill decay on your main skills.

    Sort of like an upkeep for your main skills. But not enough to allow you to be high skill in everything. The Dev's are taking the view that you should be able to be a jack of all trades but a master of none if you want or you could specialize and be really good at one thing.

    It's great in my opinion since other games have tried the "you can max out everything" approach and found out that it sucks.

  6. #6
    Personally, I'd prefer a system where you could max every skill but where you couldn't be everything at one time. I know people want to avoid the "magetanks" of UO or the melee-archer-mages of Darkfall, and I also want to avoid that. I just think there might be a better way to do it than with skill decay and levels.

    Skills are nice because they give players more flexibility with how they want to develop their characters. Skill decay solves the problem of having everyone being everything and going for the one and only most efficient skill route, but it really hinders people that want to experiment. They will essientially have to level up some things twice, like the -exp death penalties, but instead of being penalized for death, the player is being penalized for wanting to try something new. While levels don't exactly penalize a player directly, they do usually penalize the player by restricting content availible to the player, and penalizing the rewards when low levels and high levels wish to play together. Character levels can also signal to the player that there is nowhere left to advance once max level is achievied.

    Personally, I'd prefer a game with a skill system that lets players train whichever skills they like, but they can only have so many active skills affecting their character at anyone time. To change skills to would have to go to their home area. To hinder players from being the ultimate crafter, there should be a lot of craft skills and players would gain skill points based on their skill level in that craft and the recipes "level" such that a crafter would gain very little, if any, skill points at a high level using less advanced recipes. The learning rate of new skills could also be a function of total skills. But I don't think a skill decay is a good idea.

  7. #7

    Cool

    A player should be able to max all skills but tradeskills and combat weapon skills. they should only be allowed to max 2 weapon skills.

    As far as Scavaging
    Foraging
    Fishing
    Logging
    Hunting
    Hiding
    Jumping
    Running
    Swimming
    Terraforming
    Architecture
    Firecrafting
    These should be maxable by all players

    Cooking
    Woodcraft
    Weaponcraft
    Masonry
    Toolcraft
    Tailoring
    Leathercrafting
    Basketry
    Bonecraft
    These need to be min 2 selectable or just 1 for better trade and econemy. If you pick leather crafting and secondary as toolcrafting thats it for life of the char.
    But should have to max one before can max the other.

    Reason why? Cause you want trade. I mean real trade in the game not one person can make every thing. With this type system trade is very possible never stray from it. If I craft leather armor and want some cloths I can trade my products for clothing from a tailorer or for bricks or tools so forth and same for each class. Then bartering comes in effect very well. This also helps cut down of market over flow.

    As far as item decay well of course you need item decay another tool set in motion to help items from over flowing. No repair just decay till no longer good, that way I can make more and be able to get more items with out some one saying I'm over flowing in that what else you got? The main goal in systems like this is balance and decay helps balance and the market and trade for every one.
    As far as skill decay nope bad idea specially in this. Mabe stat decay if you eat to much sit on but loose str dex agi stamina but able to gain that back by running swimming moving trees on your back carring lots of dirt and stone around.
    This is my 2 dollars on this subject

  8. #8
    Quote Originally Posted by Shrimps View Post
    Don't keep us all in suspense, why don't you name a few?

    Quote Originally Posted by mrcalhou View Post
    Personally, I'd prefer a game with a skill system that lets players train whichever skills they like, but they can only have so many active skills affecting their character at anyone time. To change skills to would have to go to their home area. To hinder players from being the ultimate crafter, there should be a lot of craft skills and players would gain skill points based on their skill level in that craft and the recipes "level" such that a crafter would gain very little, if any, skill points at a high level using less advanced recipes. The learning rate of new skills could also be a function of total skills. But I don't think a skill decay is a good idea.
    I took this from the 1st page.

    It's like in Eve-online, when you go out in an interceptor class ship with missles, then only certain skills that you have trained will help. Your skills in laser turrets isn't going to affect you. Your skill in battleships isn't going to give you any bonuses. You may have them, but they don't do anything for you at that time.

    This system isn't practical in a game like Xsyon, because you can change your weapons and equipment on the fly. So instead of doing it like how Eve does it, Xsyon could have a point system that allows you to "equip" skills when you are at a totem or some other type of specific place. This way a person can train and level all the skills they want, take their character however they want, and not have to worry about a skill decay because they are limited in some other fashion.

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