Quote:Original post by Platinum314
Your skill tree systems has similarities to one I have been working on. I have general skill groups, which have skills, which when coupled with one of the ability scores determines how well your character can do something. Points can be allocated in either the groups or the skills themselves.
I thing to watch out for. This kind of system looks pretty scary to gamers just starting your game, and it is more difficult to balance.
Also previously mentioned, a system where your skills improve by practicing them tends to be abused if there aren't any reasonable constrants. Many people consider the leveling system in Oblivion to be broken because how easy it is to 'spam' abilities and the ability to 'underlevel'.
To the point about looking scary: I'm not going to show you this huge list of every item that has skills attached to it. There is no point in doing that. The skill system will only show skills for the weapons that you have used. So in the beginning the skill tree will be very compact and short, showing only 1-5 skills.
Skills help the character do things better but in very small and indirect ways. This is the complete opposite of what most skill based games do. You don't have to have skills to be functional in the game but having the skills adds more flavor to it. So I really don't have to worry about people spamming their skills because it won't matter, if they consider that fun then by all means they are welcome to do it but this game doesn't make it mandatory to determine your characters strength/survivability.
Balance is a whole another issue and it encompasses a lot more than just a single skill system and goes into everything in the game which is more than i care to type :)
I am simply going off sliding scales like protection ------- agility or weight ----speed and many more. So you basically have trade offs like you do in real life where you can pick anywhere in the scale and you would have a 50/50 chance to beat another person. So take any gear, any skill, any whatever and you'd still have a 50/50 chance. This is the balance I'm going for with the x factor being the player (IE. skill of the player and his strategy)
Being faster doesn't mean you are going to win, being stronger doesn't mean your going to win, being in one gear that you think is better doesn't mean you are going to win.
@AngleWyrm
From the fuzzy math that I have worked out when i first made this system i went off the notion of 1 point every 5 minutes forever. (passive system). To max out a single skill would take 2 days and an entire weapon in about 14 days. The time to max out 100 weapons would take you around 4 years to accomplish. Given this is only the passive system you could take everything and cut the time in half given players will be gaining points from their active grinding.
I highly doubt that people would only stick with 1 weapon as the best weapon for whatever setup you are trying to run is very subject and dependent on your play-style. Weapons also have many pros and cons and the best will change depending on the situation that the player will be in, so they will have and use multiple weapons and those weapons will change as their play style changes.