Shinrou
01-22-2010, 05:09 PM
Today when I discovered this game is in development and saw this suggestion-section on board, I just couldn't resist to register up and bring one idea in here. I don't know in which phase the development is already but I'll give it a shot anyway to see what's the general feedback like.
Ok here it goes. Wall of text incoming. :rolleyes:
In my opinion, every class could have a separate skill-tree for party-based skills that are unusable when you are playing solo. The system would work pretty much like this:
At every level, you'll get additional skill-point to use that can be ONLY used on these party-based skills. As we don't know what route they are going to take with the skill progression system exactly, I'll just use TQ as an example for now. You would need to level a mastery level for them as well before you could access these skill sets.
Why?
I personally find it pretty good system to let everyone have at least SOME skills that can be utilized in co-operative play as in the way that everyone can feel useful in other ways than just being a good damage dealer for example.
Another good thing in my eyes in it is the fact that you wouldn't really need to look for players with specific builds when it comes to group buffing skills. Everyone would have something that benefits the party as a whole. You don't need to spend your normal skill points to skills that you feel would be good in co-op but in SP-mode just a waste of point.
I know this system isn't that important to the people that constantly are playing a co-op. But many of us are progressing in SP while there's no friends online to play with. And that's the time when you hope you would have some other skills in disposal instead of party buffing ones.
You'll also find out there's lots of possibilities to expand over the skill sets that work in both SP and MP. You could make skills that you couldn't before. I have a couple of examples already.
A mage-based class could have a party-skill that makes it link with another player in the party, and there would be a electricity-current running in between them dynamically for a period of time. It would dissipate if you run too long away from that another player. This could add a strategic element and make the word co-op even more meaningful when you need to sync your movements in according to the situation.
Another example would be tanking-class skill that could share the pain equally among the players in near vicinity for a short duration in case that tank gets hammered really badly. Tanks could also get some sort of sacrifice HP -skill to heal wounded party member from their big HP-pool and maybe even give a slight defense bonus for couple of seconds.
I'm mostly after the more tightly packed co-operative gameplay elements that give out more options and make you feel like you actually have skills in your disposal that have their own strategic elements in group-play, without needing to sacrifice your precious "normal" skill points, in case you also play SP.
I'm not asking them to be very strong skills, but some unique stuff that cannot be done with both SP and MP in mind. So solely MP-centered ones.
If this kind of system would be in place, I think they should increase the difficulty more than normally whenever the player count rises, since you are getting "additional skill points" for use.
I haven't given it a deeper thought at this point. It just crossed my mind. It could be a totally dumb idea, I know, but I had to bring it to here anyway. :)
Thanks for reading anyway, if you did. ;)
Ok here it goes. Wall of text incoming. :rolleyes:
In my opinion, every class could have a separate skill-tree for party-based skills that are unusable when you are playing solo. The system would work pretty much like this:
At every level, you'll get additional skill-point to use that can be ONLY used on these party-based skills. As we don't know what route they are going to take with the skill progression system exactly, I'll just use TQ as an example for now. You would need to level a mastery level for them as well before you could access these skill sets.
Why?
I personally find it pretty good system to let everyone have at least SOME skills that can be utilized in co-operative play as in the way that everyone can feel useful in other ways than just being a good damage dealer for example.
Another good thing in my eyes in it is the fact that you wouldn't really need to look for players with specific builds when it comes to group buffing skills. Everyone would have something that benefits the party as a whole. You don't need to spend your normal skill points to skills that you feel would be good in co-op but in SP-mode just a waste of point.
I know this system isn't that important to the people that constantly are playing a co-op. But many of us are progressing in SP while there's no friends online to play with. And that's the time when you hope you would have some other skills in disposal instead of party buffing ones.
You'll also find out there's lots of possibilities to expand over the skill sets that work in both SP and MP. You could make skills that you couldn't before. I have a couple of examples already.
A mage-based class could have a party-skill that makes it link with another player in the party, and there would be a electricity-current running in between them dynamically for a period of time. It would dissipate if you run too long away from that another player. This could add a strategic element and make the word co-op even more meaningful when you need to sync your movements in according to the situation.
Another example would be tanking-class skill that could share the pain equally among the players in near vicinity for a short duration in case that tank gets hammered really badly. Tanks could also get some sort of sacrifice HP -skill to heal wounded party member from their big HP-pool and maybe even give a slight defense bonus for couple of seconds.
I'm mostly after the more tightly packed co-operative gameplay elements that give out more options and make you feel like you actually have skills in your disposal that have their own strategic elements in group-play, without needing to sacrifice your precious "normal" skill points, in case you also play SP.
I'm not asking them to be very strong skills, but some unique stuff that cannot be done with both SP and MP in mind. So solely MP-centered ones.
If this kind of system would be in place, I think they should increase the difficulty more than normally whenever the player count rises, since you are getting "additional skill points" for use.
I haven't given it a deeper thought at this point. It just crossed my mind. It could be a totally dumb idea, I know, but I had to bring it to here anyway. :)
Thanks for reading anyway, if you did. ;)