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  1. #1
    Player
    Sibyll's Avatar
    Join Date
    Jan 2014
    Posts
    438
    Character
    Sibyll Belmont
    World
    Mateus
    Main Class
    Marauder Lv 60
    Quote Originally Posted by roninoftagrm View Post
    snip
    Given that the cross class skills for each class are more or less illusion of choice, I think it's safe to say they'd do no better here than Rift did.

    Also in GW2 most of the traits had little impact and were there mostly for flavor, at least when I played. Some of the skills there were outright garbage. GW2 also didn't have real end game.

    I really liked Rifts class system and the skill trees, but the "customization was basically in the last 15 points after you'd capped a tree.
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    Last edited by Sibyll; 01-15-2015 at 03:51 AM.

  2. #2
    Player
    Orenji-kun's Avatar
    Join Date
    Jan 2015
    Posts
    17
    Character
    Kuristina Ornitier
    World
    Gilgamesh
    Main Class
    Carpenter Lv 50

    Quests

    Quote Originally Posted by roninoftagrm View Post
    ...why do quests for new actions when there can be a new exp bar specific to this, like a mastery or proficiency system...
    There are a number of reasons for doing this system as a nonlinear series of quests. First, it would create a tree of options while using all of the mechanics already present in the game, which is really easy for devs to implement and test. Second, it would keep it down to simple choices of which quest and subsequent reward you want at the moment, and even if you check online as most do, new skills and quests can be added at any part of the tree so devs can adjust it as time goes on.
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  3. #3
    Player
    roninoftagrm's Avatar
    Join Date
    Oct 2014
    Posts
    69
    Character
    Darius Stormheart
    World
    Goblin
    Main Class
    Archer Lv 50
    Quote Originally Posted by Orenji-kun View Post
    There are a number of reasons for doing this system as a nonlinear series of quests. First, it would create a tree of options while using all of the mechanics already present in the game, which is really easy for devs to implement and test. Second, it would keep it down to simple choices of which quest and subsequent reward you want at the moment, and even if you check online as most do, new skills and quests can be added at any part of the tree so devs can adjust it as time goes on.
    i included the idea of the action log as well, which would act much like achievement log but add new skills to a new tab, which would take less effort, and is better for the devs than my desirable mastery/prof system, the part of adding quests requires some form of story behind it, while a log merely adds things to do thats more or less already there
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