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martar

Testers
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About martar

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    Hatchling

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  1. Thats what makes this skill system seem lackluster, you could remove it, and except for the skills for better crafting and harvesting, you would not really feel the difference. And a good game mechanic should not be able to be removed without feeling a difference. There are many interesting ways they could have gone with this system, passive skills you trained where you only could slot a few in your vessel at the time, skills you trained for the campaign only or skills that made you customize your archetype, weather it be improvements or trade offs. This skills system is there to give a feeling that the game still have a leveling system, even though it were presentet as a game without levels cause the game didn't need levels, and I still dont see why we need this.
  2. I dont doubt that there will be a lot of interesting systems to make your character. I just dont feel like the skills that are in this system is. It feels like you could take out the important parts (leadership, crafting ect) and make the discipline and all you would lose is minor stat differences thats only needed to not let others who get them have an tiny edge on you. And feel reminiscent of having levels that are more fluff than development. Im not saying I dont want a skill system and just work it into the disciplines. I just think its need to be more than the static, more armor, more damange ect. Right now many of them feel quickly made just to make a big tree with many skills, but if you look at them they offer a lot of the same across the bord. I have no doubt that this can be fixed. Thats why we test and give feedback. And if the skill tree get the same love as the combat system have gotten, then we should end up with a interesting system.
  3. Its good to see you guys at ArtCraft open at what your intent with your systems is. Sadly I must say that if this is the intent of the skill system, then it seems like a waste of a good system and insted making something I dont really see why we need in Crowfall. If its intent is just to boost our stats, the same way grinding for the next tier of gear would be, then it end up at something thats not really rewarding or fun (I understand that it cant be to rewarding, since that would make you op against a new player), and I dont really see the game needing it. The concept of spending time to have a tiny bit more damage, crit chance and armor for no other reason than to boost your number and to stay competitive feels a bit like just having levels for the sake of levels, or that every mmo have to have quests cause every one has them. Right now when I look at it (and I might be wrong), the skill system seems like a time sink that dont give anything back, and after having so many interesting and fresh ideas for this game I know you can do the same for the skill system as well. Because this skill system reflect more what the game try not to be, insted of what it wants to be.
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