The current SP system is fine, the devs just need to rebalance monster to give adaquate SP/XP values.
To hell if I would play this game if they reverted back to the SP system they had before.
Printable View
The current SP system is fine, the devs just need to rebalance monster to give adaquate SP/XP values.
To hell if I would play this game if they reverted back to the SP system they had before.
What other people are trying to say, ESAR, is that this is a class not a skill. I do not want to level my class based off of the amount of abilities I used or number of times I hit an enemy. The only way you'd be able to do anything near your example would be to bring back the skill system of FFXI to let you gain more skill off your weapons and magical attributes.
this used to be similar to the system on game release, nobody played their role, just wanted max sp. You need a system so players play their role in a party, so just tweak the current system
RF online is one game i know of that has a system like this in place... I think this would only hurt people who are healing and buffing you. The exp as it is is traditional RPG-style, Each member participating against the enemy gets an equal share of the exp. It is good like that.
Absolutely right, Reika. +1!!
I believe that the point allocation system needs to be automatic for the reason that if the player doesn't distribute the points within reason your character will be no good, this'll mostly be end game though.
Better yet I like the idea for a point allocation system that is unique to each class, so when you switch classes you already have the better stats to go with it.
It is good that it is manual, it just needs to be so that different stat setups can be saved for different classes, instead of one setup for all classes. And this does not require the removal of physical levels.
In turn, stat points need to carry more weight than they currently do, so that we wont have to re-assign up to 400+ stat points. They can pretty much halve the amount of stats you can distribute, and double their effect, or something to that end.
With the old SP system, few enemies could actually be fought by parties because of ridiculous disparities in enemy type (they had to have a lot of HP and strong AOE.) Most enemies were ignored because of bad SP gains. This is a bad thing. I should not run through a zone saying, "Wow, look at all these dangerous-looking and awesome enemies that aren't worth killing because they suck for SP gains. Where are my crabs, man?!"
And what, pray tell, makes the current system impossible to balance? In any system, people will find out what works best and use that. An implementation of an SP chain would work in the system we have now too, so there's no need to limit us in terms of enemy choice.