When talking about this is always start with the question, do you have the correct level to wear those cloths your wearing? This may seem strange to ask in the real world but in the virtual world it’s almost second nature to ask what level requirements certain items have, but why is this?
As far back as some games like RuneScape Classic, with this gear and skill system that requires a certain level to equip or preform a skill and this is silly. The reason game makers do this is to make content to work up to and it is a well developed system but game creators seem to worry more about the aesthetic nowadays then the actual game play and this is sad to hear.
So this is my concept…
Leveling:
I believe leveling in game is important, don’t get me wrong I like allot of people love getting a higher level then my friends and it shows your time spent in that skill.
Multiple Levels to a skill:
In games for example, you can’t classify your ability to use a sword under one title of “Attack Level” or “Sword Level” because there too general but if you have a universal level of “Sword skill” with the sub levels that has all the types of swords and combinations of swords and the xp shared would work like;
Sword skill : 0.3x
Weapon type Level(2h sword, dual wield, etc) : 1x
Reason being is if you continualy train 2H swords and then switch to a 1H sword then you will have some skill in the general ‘Sword Skill’s’, but you wont have any in the 1H skill so you will have to develop it.
Health:
Health would be based on how healthy your character is (Almost like sims), the factors that would be in play are;
- If you die: - Health
- If you eat properly: + Health
- Logout in a Inn for the night: + Health
Cooking:
Based upon your experience cooking the dish and your overall level
Smiting:
Smiting works on a basis of quality, not only the quality of the item after it has been created but the quality of the material it was made from and how much time you spend forging it to make the metal as pure as possible. Upon smiting the item it will get a quality rating 0-1000 based upon the materials quality and the items physical quality.
But what do you guys think? Are you sick of overused leveling systems that make no logical sense and do you have any suggestions towards making a optimal game skill system.