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Old May 29, 2005, 06:15 PM // 18:15   #1
Ascalonian Squire
 
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Default Get rid of linear skill distribution

Right now I'm noticing that the game has a serious flaw in the way it dishes out your skills to you. It basically forces people to play their characters as a certain style for a large portion of the game.

The way it is now if you have an elementalist in your party under level 20, its going to be a fire elementalist guaranteed. Likewise 90% of the early warrior population is a sword warrior with the occasional hammer warrior running around. This is because in the beginning you are given good skills for those lines and mediocre skills for your other lines forcing you to go that way or else you're just not as effective as the guy beside you.

I saw Sausaletus post in another thread a great solution to this problem, and I'll mention it here. The quest givers should hand out skill points as rewards for quests as opposed to actual skills, and the skill vendors in town should have huge lists of skills to pick from so players can choose for themselves what skills they would like to have. This would make PvE'rs happy because they can take different builds through the game and it would make PVP'rs happy because they can choose skills they would like for their builds as opposed to trying to find the quest that gives it out.

I hope A.net looks into implementing a system like this or something similar to get rid of the linear path you have to follow on character progression.
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Old May 29, 2005, 06:44 PM // 18:44   #2
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This is an awesome idea, I really hope they implement it.
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Old May 29, 2005, 06:49 PM // 18:49   #3
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Personally, I think that if they make any changes tothe skill system, it should be to add capture signets sooner and add a more diverse selection bosses to capture skills from. Then then could get rid of skills as quest rewards. Instead, the reward would be a free capture signet.


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Old May 30, 2005, 12:27 AM // 00:27   #4
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If they change this, i think they should make the skills cost alot more, and have the skills still available from the quests... that way, new people still pretty much have to play the game a little to get what they want, and those that have already played alot, have enough money to waste on all these skills they need for the pvp... although i think the elite skills should be kept the way it is... all the rest, i say... hell go for it... Alot more skills from begining would be nice... i hated using fire elementalist spells through the game... because i had a superior earth rune and an earth staff, but eh... no earth spells that were worth a darn... armor of earth from begining... and lol... after that i got ward vs melee... then when i went online after a while of playing a character i didnt want to play, i found out that these spells are aquired from these outposts that i couldnt get to, so i just pouted and ran to my room, after i wetted my underwear... then i turned on the tv, and cried some more with all the crap that's on it... then i came back to the game, played in my wet underwear, and had to play some more to get where i wanted.
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Old May 30, 2005, 12:48 AM // 00:48   #5
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Good idea oneiros. I'm lucky playing a healer, I can heal right off the bat, and heal better later on. But most classes may have to wait a bit before they can do they play stile they want.

Last edited by DismalClown; May 30, 2005 at 04:21 AM // 04:21..
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Old May 30, 2005, 12:58 AM // 00:58   #6
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How about a way in between...
you want the skills that suit you .. let's take Warrior for example..
you say in the start everyone has swords, while there are 3 types of weapons
Sword, Hammer and Axe. Right ok.

How about you do a quest for which you can earn skills, and when you complete the quest you can choose to get either a Sword, Hammer or Axe skill.
A problem with this would be people who want to switch between weapons, or with other classes just want more skills.

solutions to that can be:
- do the mission again to get another choice between the skills that are left (will get annoying with bigger missions though)
- unlock the skills that you didn't choose for the next skill trainer, people don't have unlimited skillpoints, especially at the start.
And with certain things you can just gain all skills..

but indeed that is a good thing to mention.
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Old May 30, 2005, 01:37 AM // 01:37   #7
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Oh man, the thing suggested first would be great for PvP'ers. I HATE beating the game with an elementalist only to find that I'm better at playing monk at PvP so now I have to go through the entire game again just to be able to have the skills...not to mention the runes/item upgrades (but I'll leave that to the other 239285896 threads out there about this subject). Even a small change in the way quests reward you would make huge leaps in making me stop crying myself to sleep at night because I dont want to beat the game twice
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Old May 30, 2005, 03:33 AM // 03:33   #8
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I like this idea. Ive posted an idea similar to this so Im putting it here. I think it could work in conjuction to the ideas posted.

My idea is to treat skills like "cards" you would collect in card battle games. ...to some degree.

How about a town that has specialized trainers in it. There you can "see" all of the skills avalible to your class, and buy all or any of the skills that you have not brought from trainers youve seen along the way up to or beyond that point. This way you can see what skills you think would benift you most before you buy them, get an idea of what you want before you waste any skill points and have a central location to get the skills instead of moving across the map looking for skill trainers.
And then, an option to buy elite skills for 2 skill points at the trainers location, and/or a capture signet with a mission to the bosses location with the skill.

In addition we can add in some fun for the collectors in the game. They give out second rate weapons or armor, when you can find or buy better equipment. If collectors gave out skills instead then you are saving skill points when you collect for them. Skill vendors would post who is collecting what items for whatever skill, and give you a general location of their where abouts. Thats better incentive to collect things. Its usually easier to grind for collectables than for exp points thus decreasing the "grind factor".


Also, these trainers can be accessable to pvp players, but the rules are differant. They can have a default number of points that they can cash in or refund for skills or runes right away. Now pvpers dont have to pve or "grind" at all.

Last edited by Goonter; May 30, 2005 at 03:45 AM // 03:45..
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