KingSlayerGM
New member
Thoughts on the new Skill/Perk system
Hey guys,
since MadMole's new video is out, I thought I'd share my thoughts on the new Skill/Perk system.
First of all let me start by saying that I got a good first impression of it and I can't wait to give it a try. Perhaps my opinions will change after they'll release it, perhaps not. However I like the fact that now you can play the game as different classes, which implicates different play styles. These classes are supposed to be self sufficient and you shouldn't need to perk into more than one class at a time. On paper this sounds great.
One more thing I like is the removal of level gates. Maybe. Because you see, there are no more "you need to be level 30 to do this" rules, however in order to buy a perk you need to have enough skill points, in other words enough levels. This is way better than before though, so I'm glad.
Now let's move on to the things I'm not really happy about. For starters: why some perks can be bought and some magic ones can only be learnt from books? I get that this is a gameplay choice. However is there a meaningful difference between the types that can be bought and the other ones? Like for example some are skill based and other are more unnatural abilities? It would annoy me if there was no clear separation between the two.
Now the most important thing I don't like: why have classes in the first place? Why sniper rifles must go with spears and shotguns with clubs? Why construct this artificial binding that limits players? I like machine guns and clubs, well if I want to play with those, I need to spend more points then someone who takes shotguns and clubs. Why force this onto the players? This also applies to any other combination of skills that are not int the same class. If I want to be a scavenger hunter it will cost me a lot more than if their two main perks where in the same class. Why is that? That is just random. Many skills don't have anything to do with each other, like archery and blades? Why are they even in the same class? Or explosives and sniper rifles, and I could go on and on.. These classes to me feel artificial and restricts the players. Many games let's you create your own class, I wonder why is that? And if you think, well just buy perks from 2 separate classes, here is the answer for you. 1) it costs more 2) then why have classes in the first place, if you allow cross-perking?
I would suggest having no classes, having each skill independent and leveled by LBD, and those levels allow you to buy perks. Sounds familiar? Yep, it's kinda what we had before and what a little game called Skyrim had. Ever heard of it? Maybe that game got it right, why reinvent it? With such system any player could level any 2 or more skills that he desires, with no restrictions nor penalties. Worried about spam crafting and grinding? Just take appropriate coding steps to prevent it.
One more thought: the class with "lucky looter" has a clear advantage over the others IMO.
Sorry for this long post. Any thoughts?
Hey guys,
since MadMole's new video is out, I thought I'd share my thoughts on the new Skill/Perk system.
First of all let me start by saying that I got a good first impression of it and I can't wait to give it a try. Perhaps my opinions will change after they'll release it, perhaps not. However I like the fact that now you can play the game as different classes, which implicates different play styles. These classes are supposed to be self sufficient and you shouldn't need to perk into more than one class at a time. On paper this sounds great.
One more thing I like is the removal of level gates. Maybe. Because you see, there are no more "you need to be level 30 to do this" rules, however in order to buy a perk you need to have enough skill points, in other words enough levels. This is way better than before though, so I'm glad.
Now let's move on to the things I'm not really happy about. For starters: why some perks can be bought and some magic ones can only be learnt from books? I get that this is a gameplay choice. However is there a meaningful difference between the types that can be bought and the other ones? Like for example some are skill based and other are more unnatural abilities? It would annoy me if there was no clear separation between the two.
Now the most important thing I don't like: why have classes in the first place? Why sniper rifles must go with spears and shotguns with clubs? Why construct this artificial binding that limits players? I like machine guns and clubs, well if I want to play with those, I need to spend more points then someone who takes shotguns and clubs. Why force this onto the players? This also applies to any other combination of skills that are not int the same class. If I want to be a scavenger hunter it will cost me a lot more than if their two main perks where in the same class. Why is that? That is just random. Many skills don't have anything to do with each other, like archery and blades? Why are they even in the same class? Or explosives and sniper rifles, and I could go on and on.. These classes to me feel artificial and restricts the players. Many games let's you create your own class, I wonder why is that? And if you think, well just buy perks from 2 separate classes, here is the answer for you. 1) it costs more 2) then why have classes in the first place, if you allow cross-perking?
I would suggest having no classes, having each skill independent and leveled by LBD, and those levels allow you to buy perks. Sounds familiar? Yep, it's kinda what we had before and what a little game called Skyrim had. Ever heard of it? Maybe that game got it right, why reinvent it? With such system any player could level any 2 or more skills that he desires, with no restrictions nor penalties. Worried about spam crafting and grinding? Just take appropriate coding steps to prevent it.
One more thought: the class with "lucky looter" has a clear advantage over the others IMO.
Sorry for this long post. Any thoughts?