I admit that I ended up to classic Vanguard. You would have what? the first couple perks of each tree? How does that compare to the classic vanguard plus some survivor build that I’m pretty sure the majority of players end up with? If you were to truly try a jack of all trades build, it would be garbage. They want to improve health, stamina, carry capacity, all those basics that everyone wants, but still be able to take advantage of the perks and the special ability for their character type. Nothing allows a true jack of all trades in these skills… and like I said before, it’s all because those basic survival skills that every class should have available are not. You are forced to start the survivor tree if you want to improve your hp even just a little. In the current system you are absolutely forced to go down the survivor class for example, if you want to run faster. It doesn’t mean that you can’t step outside of it. Sticking to your class I mean for maximizing the benefit of your perks. Nothing forces you stick to the class though. You can freely pick skills from all 4 categories and make a char that is unique to you. And while skills in GZ are defined into 4 categories, you are not bound to stick with one category. I like when i can freely pick the skills i like and be “Jack of all Trades”, which i can in GZ. I don’t like when i’m forced to pick specific player class in a game. Person A being marksman and Person B being a melee grunt can be on level playing grounds as long as they stick to their class. You get some from general leveling, and you get some more provided that you are truly playing the classes you choose. No matter what route you go, you don’t have to feel like you missed out on the running speed perk due to the skill points cap. This allows players to really specialize in the classes they choose. For the imaginary melee class I’ve used before, faster while holding melee weapons. Not a supernatural event, it’s just that the marksman is more comfortable running while holding the weapons a marksman would normally hold. I’m sure this can be picked apart and taken literally as well… but again just as an example, a Marksman with the perks could run faster while holding rifles. Now, let players boost that with their class selections in some way. So, let everybody level up their character to run faster over time. The details and semantics of it all doesn’t matter in my proposal.Įverybody wants to run faster. It could easily be defined as class-specific backpacks that can hold the class items more efficiently because they were designed for that purpose. My example could easily be replaced with as a melee build, you obtain special holsters to be able to carry melee weapons easier. The idea is to provide a way for players to build up the things that everybody uses regardless of your character type, but then you can augment or enhance with class-specific perks. Sure, but again my example is being taken too literally. If you’d have medicinal skill half-way, you could get 27 HP out of it and if it’s maxed, you could get 30 HP out of it. It would make more sense, in the Medic example, where the higher your medicinal skill is, the more HP you can recover in each consumption.Į.g: simple first aid kit currently heals 25 HP. I can understand that when you play, your carry capacity slowly increases over time but for items to magically start loosing weight, is something i’m not okay with. All that really matters is that the basic survival character enhancements are separate from class, but then enhanced further when you actually play as that class. That would give you some more added freedom to do something like focus on health initially. If you really wanted to, there could be separate points. The only tedium is whatever already exists in the game because you play as normal. In my example, a foundation of all of the basic attributes builds up as you play. That would be “learn by doing.” Slightly different because under that system you would have to do silly things like jump a lot in order to raise jumping skill, or run in circles to raise running skill. Especially when the activity in question doesn’t appeal at all. While it makes sense, it’s slow going and if one would like to max out all skills (for 100% completion), it’s tedious thing to do. This reminds me skill system in GTA games, where the more you practice certain activity (e.g riding a bike), the better you get at it.
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