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| Classes or Skill Freedom? | |
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| Tweet Topic Started: Jan 10 2015, 05:50 AM (539 Views) | |
Aura
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Jan 10 2015, 05:50 AM Post #1 |
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stupid
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A debate I had with my friend on how our game was going to work involved classes or skill freedom. Basically, - Classes: The typical MMO set. Mage, Warrior, Knight, Archer, whatever. Certain classes are better at one stat than the other and each class has a skill specifically for them. Mages having Fireball and Warriors having Sword Beam for example. - Skill Freedom: You have a skill pool that you can invest on any stat and skill. Basically you start off the same as others. How you use your stat points from levels is where things get creative. You can make your own swordfighter with some magic skills and mages with some physical skills. Basically you're creating your own class. The argument is stated here in a poll my friend made to see the general consensus: http://www.byond.com/forum/?post=1758097#comment13506801 While option 2 is winning, there's a really good argument on why option 1 is the better one. I'm somewhat torn with what I want to use now. I do feel like Skill Freedom is a good idea, but in terms of balance classes are better. Honestly, this isn't a really big game so balance is something I'm not really sure matters. (NOT SAYING that one set will be god tier that no one else will bother with any other stat alloting.) I feel like the freedom to using stat boosts and making your own class will end up being pretty fun. Thoughts? |
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Poledoo
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Jan 10 2015, 07:23 AM Post #2 |
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9999C
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Out of the many MMOs I've played I've always really enjoyed the ones that have stat points allocated on level up. It makes for a more personalized and custom feel to your own characters whereas without it, you're pretty much stuck to a cookie cutter character. The MMO I played the most, FlyFF, had this and for example I loved playing the Knight class. Theyre slow, have big 2H weapons, beefy and are mainly an AOE class, but because of the stat options, I was able to be super fast 1v1 with a lot of crit potential. It went against the flow of the normal and was super fun to do. |
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ninja_trainer
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Jan 10 2015, 09:18 AM Post #3 |
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Resident Speedrunner
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I think that classes are a better option, but that there should be freedom to allocate points within those classes. Something similar to what Mass Effect had, where your class choice (and squadmates) determined what abilities you could learn, but you had a large variety, could choose which ones to obtain/upgrade, and could select a weapon to suit your selected skills and passive effects. |
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ThatGuyHim
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Jan 10 2015, 09:34 AM Post #4 |
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Jade-Star Badge
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I think it does depend on the type of game your playing though and the type of challenge you're making. With Classes you need to be really careful in design otherwise certain classes will be better then others. I think balancing will be much harder with fixed classes because it's your job, as the designer, to make each class effective rather then the player just accepting they made a mistake and some combination of skill assignments dont work. Classes can work when you have other ways of covering your weakness. However assigning skill points may dull down the importance of all of the skills. Can you constantly reassign skill points without cost? If so, the player can just assign the points necessary for overcoming each individual challenge but you loose the personal feel that comes with permanent choices that affect your character. Though if they are permanent, assigning skills would be better suited where the game is about the player's skill and the assignments just make the game easier or harder for that player's style. |
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Marc
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Jan 10 2015, 10:38 AM Post #5 |
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Randomness
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I think classes are the better option. When I start a game, I don't want to spend hours deciding on where to allocate each stat point. I want to start a game and start the story. One of the best mobile games I've played, Zenonia, includes a mixture of both. Not a lot of classes to pick from, but also a certain freedom in allocating skill points. I'm not sure how your game will be like, but I think the easiest way is to stick with classes. It means you can spend more time investing onto designing weapons for each class. Each class will have more thought-out abilities. And finally, users can choose where to invest their level up points. Do they want a strong attacker or a good healer/support? Especially if your game allows mercenaries, I'd definitely go with the class system. |
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Unsharped
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Jan 10 2015, 10:57 AM Post #6 |
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Unsharped (Elysian)
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Imo choice 1 depends on how the games goes, if you can work in a team it would be very nice to have mixed type's just to teamup and give eachother backup like giving the damagedealer some heals and buffs to make him stronger, but as i don't know how the game looks like or will be i can't give really fast my opinion on it but as long that feature is in the game i would go for choice 1 :classes: |
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Marc
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Jan 10 2015, 12:17 PM Post #7 |
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Randomness
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By the way, I'd like to add part of the fun of a game is to try run through it with all the different classes. Like pokemon for instance, a lot of people replay the games with a different starter and different team each time - as each pokemon is unique in abilities. Having skill points, to some extent, limits players choices. I mean, there are quite a lot of point combinations one can adapt. And a player would to an extent find it harder to develop another character if they had to plan how skill points are divided each time. On the other hand, classes sort of moderates the power of each character. A newbie to RPGs might think a balanced skill point set is best - when honestly, you have to put emphasis on one certain thing, be it physical or Mana ("mental" attacks) to get a strong character (at least that's the case in most games I play). Classes mean that no character is, at start, MUCH stronger than another, and players can beat the game without being hindered by how they previously divided skill points. Finally, a perfectionist like me would spend a lot of time searching the best combos for skill points. I think the game wants players to try the game and play it - not develop a solid strategy (and also learning of all the boss fights) before they even attempt it. Just a little food for though |
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