Class/Experience system?

Added by forestcalm over 8 years ago

How hard do you think it would be to adapt the current skill system to a system similar to Everquest, World of Warcraft, Runes of Magic, etc.?


Replies (9)

RE: Class/Experience system? - Added by Cyberj over 8 years ago

Why just copy others MMORPG systems?

Ryzom one is unique, and his skill systems is one of his main feature :)

RE: Class/Experience system? - Added by forestcalm over 8 years ago

I prefer class systems.

Open class systems are hardly unique, I can think of multiple MMORPGs with similar systems.

RE: Class/Experience system? - Added by kervala over 8 years ago

Skills-based systems are more realistic but there should be a limit. In Mortal Online, you have a limit for total of all skills points and you can define skills which can decrease to be able to increase other ones :)

RE: Class/Experience system? - Added by linuxx over 8 years ago

I think a better way to ask this question is, where would one go to edit the skill system to look nothing like WoW/EQ/RoM/LOTRO/SWG/EVE/Ryzom/<insert mmo here>. I want to create something completely unique. Is this within the engine, or the client (or both)?

Linuxx

RE: Class/Experience system? - Added by kervala over 8 years ago

It's in both client and server, but not in NeL :)

RE: Class/Experience system? - Added by bristle over 8 years ago

well it is possible. eqemu has a full system and there is an open part but it is not going to well. but the rest of it is ok.

the hard part is putting all the quests, equipment, and other stuff in the database. but for the most part it is simple enough once you have the experience of what you want.

you could have a wow-like or eq-like and build up. or something else. the game mechanics is just game mechanics. it eats up a lot of time but you could do it.

RE: Class/Experience system? - Added by Kane over 8 years ago

No limit just add soft caps.

Example if you train everything in possible in swords and say it takes you a avg of 1 month then you train magic and say it all has the same exp accept cuz of the soft cap it takes like a 1 month and 30 days....

I hope all this takes way longer but this is an example of another game I played that was stats based.

If you leveled say high tech weps to 10% takes say 1 month the low tech weps would take like 2+ months.. and then melee would take like 3-4+ months ontop that.

So Softcap is what im all for.

RE: Class/Experience system? - Added by arc over 8 years ago

forestcalm wrote:

How hard do you think it would be to adapt the current skill system to a system similar to Everquest, World of Warcraft, Runes of Magic, etc.?

I don't see any advantages in doing so in the first place. Ryzom's strength lies in the open system, why scrap everything you have leveled and done just because you grow boring of melee and want to try magic now?

RE: Class/Experience system? - Added by forestcalm about 8 years ago

I never asked for opinions on the class/level system. Some people do not like open skill systems, I am one of them. What you may see as a benefit, I see as a detriment. Imagine, someone wanting to use the Ryzom engine to create something other than a Ryzom clone. Shocking.

Quit trying to hijack my thread with opinions instead of discussing the topic at hand, thanks.

(1-9/9)