MrIdontKnow
Insider
There's only so many ways to do certain stuff.
It is important to have many skills. if someone does not understand, I can explain better what each skill mentioned can be used and how.
Example.
Sword: Fencing, influences the amount of critical hits, and hit combo.
Mace Fighting: also necessary strength, and good amount of percentage this skill.
Eg
Mace Fighting or Fencing, only example:
85% - Fencing
30% - Mace Fighting: The ability rises in accordance with the use of the weapon by the player, if the player use Mace, Mace Fighting then the skill will go up. if the player use the sword, then the ability fencing will go up too.
Don't hurt me :O haha, I better watch my replies, I like some of your ideas, but its like a RuneScape game hahaBut I'm not arguing, I'm just giving some ideas that will not necessarily be used or not. LoL
Both strategies can work, i.e. simple or complex skill system. In my experience, the skill system is extremely important to an RPG, but it's complexity alone cannot make or break a game. It's more about how it fits in with the game's overall theme and feel. For example, the Witcher has a very simplistic skill system, focusing instead on combat, with "alchemy" and "signs" being the only real major skill types. In contrast, more complex skill systems (or more generally, rule systems) are found in the likes of Drakensang, Last Remnant, and pretty much any D&D-based RPG. Each system seems natural and suitable in the context of the particular game.The skills just sort of convoluted things though, keeping things simple to a few skills make it easier and less daunting for the player; having so many just gets confusing and intimidating.
So are you agreeing with me or did you not direct that to me?The whole concept of very detailed character advancement is great, but it is typically going to be a boring mess with 100 skills and crazy level caps. No one has time to make that much leveling interesting.
Hallelujah!Things you will NOT see in our game:
-First person viewpoint. Isometric views have their merits too. This is an isometric game.
True, but maybe this could be balanced with unarmed weapons, such as knuckle dusters and toe spikes, maybe even have unarmed skill geared towards assassination with hidden blades instead of gauntlets? just a thought.Naturally, attacks upon armour from a weaponless attack would either not do much or injure the unarmed combatant.
I wouldn't expect everything from one game.The one thing i'd love to see in this game more than anything, is a well thought out weaponless fighting option based on a real martial art.