wizardryforever wrote...
Scarecrow_ES wrote...
I think though, what you're forgetting in the ME2 system is that, while you may only get an X amount of increase in a power by investing that first real point into the skill tree, when you DO go back and invest 3 skill points to reach that second to last tier, you're still really only getting an X amount increase. It's not as though investing that 3 points to reach the next tier is yielding you 3X amount of attribute increases. In that regard, unless a player, as you pointed out, absolutely NEEDS to have the evolved version of that power, his character is much better served by spreading those points out.
This would be an issue regardless of how the levelup system worked. People consider their options, weigh the advantages, and pick accordingly. If people don't want the evolved version, or it just isn't that important compared to other powers, they'll pass on it. If they don't think the evolved version of any power is worth it, then they'll spread their points around to be a jack-of-all-trades type, who's good at everything that class offers. There's nothing wrong with that, but people should have to actually work to get the best version of a power, hence the increasing cost of powers. This rewards people for sticking with a power to the end, though the current rewards are somewhat mediocre for the most part. Hence my idea to make the next evolution more meaningful and unique.Ultimately, the player character will never gain more power and develop as quickly as he does in the beginning of the game. It's not a linear progression by any means, and largely by the end of the game the player's progress has plateaued. In many cases, the last few ranks are wasted entirely as the player no longer has any 1, 2, or 3-tier ranks open in his power trees to use his last few earned skill points on. This couldn't happen under a single point system, and said system further ensures that any point spent will have a real tangible impact on the character, even if it's a mere incremental increase in attributes.
Like I said, some of your ideas for powers are great. I'd just hate to see many of them wasted on a system which will likely not have players ever actually seeing them.
You make it sound like that is a bad thing. It is easy to learn the basics of a skill, it is difficult to become a master at it. This holds true for almost every skill in reality. Once you have become competent at something, it takes much more practice to truly master it than it did to just figure out how to do it.
As for the points left over thing, I agree that it sucks, but if it turns out that way and someone is bothered enough by it, they can always respec to use all of their points. Temporary solution, but if my idea is implemented (no reason to suspect it will be though), then the increased level cap will make this a bit easier to manage.
After reading I find both systems quite cool actually , and truth be told its kinda hard to see them being a tad exclusionist compared to each other .....
I like scarecrows ultra flexible 1 point allocation but in developer time Bioware would have to redo a lot of code to implement , while wizards works with the current system but the problem I see is that some of reevolved powers become rather inflexible , example the biotic charge that returns to its starting point , what if once or twice I dont need it to return ....
Also some of the revolved power sound waaaaay overpowered hence game breaking ..... but I do belive some people will forgo some powers in order to obtein the reevolved ones example my Vanguard I evolved shocwave ,biotic charge , fire ammo , and the class buffer (the ones that gives you either more power or more duration etc.) while totaly ignored pull and cryo ammo ... yet I would completely forgo fire ammo to reevolve biotic charge .....
I hope Bioware can come up with revamped system that mimics either scarecrow's or wizard's one .....
The revamped mining seems quite a hurdle and more time waisting than the current one ....
Modifié par AETHELDOD2, 04 octobre 2010 - 09:22 .




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