Implement a skill system
Posted: Tue Feb 08, 2011 4:11 pm
I'd like to continue the discussion started here regarding the skill system.
While I remain fairly neutral on the topic of whether a skill system should be implemented at all, it seems inevitible that it will be eventually, so I would like to add my thoughts.
A frustrating element of many RPG's is the lack of information up front about a particular path that can be chosen. Often a choice is presented to players that has very little meaning initially, but will constrain them to follow a particular path throughout the game. While I am not opposed to locking in a players skill points that have been invested (I understand Oskars reasoning for this), I do feel that there needs to be information up front about what abilities they will be able to unlock later on in the game if they follow that path.
Perhaps allow players to browse the entire skill tree (either offline or in-game), so that they can strategically choose the type of player they would likle to build.
While I remain fairly neutral on the topic of whether a skill system should be implemented at all, it seems inevitible that it will be eventually, so I would like to add my thoughts.
A frustrating element of many RPG's is the lack of information up front about a particular path that can be chosen. Often a choice is presented to players that has very little meaning initially, but will constrain them to follow a particular path throughout the game. While I am not opposed to locking in a players skill points that have been invested (I understand Oskars reasoning for this), I do feel that there needs to be information up front about what abilities they will be able to unlock later on in the game if they follow that path.
Perhaps allow players to browse the entire skill tree (either offline or in-game), so that they can strategically choose the type of player they would likle to build.