Moderator: Rangers
Vryheid wrote:Stop trying to fix what isn't broken. Levels are a fundamental mechanic of the RPG genre and they do an excellent job at representing player progression. There are deeper, more philosophical reasons why the level system became so popular in RPGs but I don't feel like getting into them here.
Brother None wrote:The Elder Scrolls games have levels.
However, the original Wasteland had a learn-by-doing system too. I don't think we've ever seen a learn-by-doing system that wasn't fundamentally broken and unbalanced. I'd rather see a hybrid.
Gatt9 wrote:Use-based systems also tend to be extremely highly exploitable, as The Elder Scrolls has consistently shown us. Throw a fireball at a tree for 4 hours, and suddenly you're the best battlemage in the world. Even their attempts to solve that problem consistently failed to do so, it's trivial to exploit Oblivion to get optimal results with each level.
Use-based systems encourage "Playing the game mechanics" a great deal more than any level based system. In a level based system, I make concious choices in how I want to spend my points, and then just play the game. In a use based system, I figure out the optimal pattern to gaining the maximum number of skills and adjust my playing to exploit that. Like TES: Shoot critter with magic once, block one of his attacks once, then hit him with a sword once, gaining the optimal "Experience" in my skills with each fight. Always make sure I'm running, press space bar every few seconds to jump, etc. A Use-based system is far more about "Playing the game mechanics" than a level based system.
I don't particularly care either way, but in honesty, use-based systems are consistently more broken, and consistently encourage grinding to a much higher degree than a level based system.
Gatt9 wrote:Levels exist whether you put the number on the screen or not. Every system has them. Levels are a rating of a character's power, whether you call it Level 10, or you add up the total skill points the character has, they both result in the same thing.
Whether you gain 1,000xps, gain a level and get a skill point, or you get 1,000xps and gain a skill point, it's the same system. One of them just shows you the overall number and the other hides it from you.
Whether you cap levels, or cap skills, it's the same effect.
Use-based systems also tend to be extremely highly exploitable, as The Elder Scrolls has consistently shown us. Throw a fireball at a tree for 4 hours, and suddenly you're the best battlemage in the world. Even their attempts to solve that problem consistently failed to do so, it's trivial to exploit Oblivion to get optimal results with each level.
Use-based systems encourage "Playing the game mechanics" a great deal more than any level based system. In a level based system, I make concious choices in how I want to spend my points, and then just play the game. In a use based system, I figure out the optimal pattern to gaining the maximum number of skills and adjust my playing to exploit that. Like TES: Shoot critter with magic once, block one of his attacks once, then hit him with a sword once, gaining the optimal "Experience" in my skills with each fight. Always make sure I'm running, press space bar every few seconds to jump, etc. A Use-based system is far more about "Playing the game mechanics" than a level based system.
I don't particularly care either way, but in honesty, use-based systems are consistently more broken, and consistently encourage grinding to a much higher degree than a level based system.
Game_Exile wrote: What RPG developers should be doing is adding more and more complex and interesting (and well represented!) game mechanics into and underneath the facsimile (i.e. depth).
YoungFreud wrote:The only reason why it takes 4 hours of fireballing trees to become the best battlemage in the world is because, in real life, it would take 10,000 hours of practice and learning to become a master at something.
Bad Santa wrote:
The problem with levels is that they are almost always tied to some kind of character template whereas if you do NOT raise certain skills you're toast past a certain level. I ran into that problem with LEVEL scaling in the TES games where I had to stop playing a character precisely because it was too generalized and had leveled too far and would get constantly killed. Or in NWN where you could choose a character class and there you are, on rails with very little leeway for customization. I like to experiment. I like to do it all. I like to play a sniper/theif/medic/tank... But you can't do that if the game gets ahead of you with level scaling, or if you get tied down by being forced to stick your points into some skill or another. I LOVE usebased skill sets but the problem with grinding is that they usually rise too slowly so grinding is necessary.
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