Grinding Time - On MMORPG Character Advancement
An anonymous reader alerted us that "Starglade has an editorial about character development systems, where the author discusses the two most common types of character improvement (classes & levelling, and skill based improvement), and makes some suggestions for future systems in MMORPGs."
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EVE Online has that. Skill training happens in linear time. It doesn't matter
whether you're online or offline; your character spends ALL its time reading
through technical manuals and such, and you flying around trading/killing doesn't
affect this in any way (unless you get blown to bits and die - send in the clones!).
try planetside, it is pretty much what you are talking about, it is a fps with rpg elements, there are no bots, its all player versus player.
its entertaining when you have a firefight with 150+ players, with aircraft, ground troops etc
most people didnt like the lack of an economy, but it didnt bother me.
everone has access to allthe skills at once, it is just that when you level up, you get more skill slots, dont like your guy as a stealthy ninja? turn in those slots and pick up skills to let youdrive a tank instead.
id like it more if it had some npc bots or something when there arent too many people on the servers
Bring back the old version of slashdot.
You know, I was scratching my head as I read the parent, and you rephrasing his point makes me wonder even more.
In D&D, at least in edition 3.0 and 3.5, this is exactly how weapons are portrayed. You need the basic proficiency (in simple, martial or exotic weapons) to handle the weapon. As long as you have proficiency in a weapon class, you can handle all weapons in that class equally well. Since both shortsword and longsword are martial weapons, anyone with the martial weapon proficiency gets to use them at no penalty.
In order to differentiate the weapons, there are the feats. It makes sense to invest in feats such as Weapon Focus and Weapon Specialization to increase your skill in the use of your primary weapon, and as a consequence, all other weapons in the class now operate at a relative penalty, thus mirroring the real-life effect (to a degree) of being good at using one weapon means being slightly less good at using a related weapon.
So, in concluding, the D&D system already does what you and parent poster want. You may disagree with the implementation, but that's a disagreement on scale, not priniciple.
Mart"I know I will be modded down for this": where's the option '-1, Asking for it'?