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Juny_Foo

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  1. I can understand making a level-up skill system tends to be hard some times when it comes to making everyone happy. Even though the "learning by looting" will push players to progress the game by looting out in the world, its not quite a system that is going to match a lot of the players' playing styles. At the same time I can see the game can also be unbalanced and broken when 1 player levels up by just making hundreds of stones axes to reach max level. I believe there can be a balance between these two systems, with a Dynamic Skill Progression System (DSPS) that aims towards leveling up skills by doing the related activity (NOT BY CRAFTING). Allow me to visualize this for you: Primary skill set/tree: Survivor prestige: The main heart of the DSPS Determines game stage Survivor prestige is progressed by leveling up secondary skill sets/trees. A very slow unlikely way (secondary option) to get most (maybe all) crafting recipes. (only if you don't plan do dedicate the time towards leveling up the proper related trades for the recipes you want) Secondary skill set/tree: Survivor Occupations/Trades: The guts of leveling and strengthening your Survivor prestige Has separate/multiple skill trees such as: Looting skill set, Building/Trap skill set, Mining skill set, Shotgun skill set, Tanking skill set, adventuring skill set, sneaking skill set and etc. You can unlock (unhide) these skill sets by getting the right item and gaining your first few experience points for that skill set (with the right item used to get those experience points). To level up these skill sets, you have to do activities related to the skills/trades (for example): Mining will allow you to gain experience in the Mining skill tree/set. Getting enough experience in the mining skill set will result in (1) a level up in mining AND (2) mining skill point Getting sneaking experience points by sneaking, get bonus experience point by sneaking by enemy or doing a sneak attack. getting enough will result in a level up in sneaking and a sneaking skill point. Crafting recipes, crafting quality, and buffs from magazines/books are combined and unlocked through these skill sets and organized into their corresponding/related skill sets/trees Magazines/Books/Recipes corresponding to specific parts/nodes of the skill trees can be obtained by (1) searching and reading for Books/Magazines/Recipes out in the waist land OR (2) using the corresponding skill points to the corresponding/matching skill tree. Mining skill tree (a1)you can craft level 1 crafting quality mining tools (a2)Unlock iron pick axe (a3)you consume 10% less energy mining (b2) (a1 required) you can craft level 2 crafting quality mining tools (b2) (a1 required) Unlock steel pick axe (b3) (a3 required)get a 1% chance of etc. etc. etc. (example only, change however you want) Each of these boxes inside the table represents a mining skill node that you can use mining skill points to unlock, whether each of these nodes cost 1 mining skill points or multiple mining skill points. this is all just an idea and good improvement that I want to get off my chest. You can criticize me or find any problems with this system. I would love to talk more about it or find ways to improve this system with others that can find flaws with this. good nigh y'all, this took me several hours.
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