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Time Based Skills

Discussion in 'Z1: Battle Royale' started by braven25, Aug 10, 2014.

  1. braven25

    braven25 Member

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    True skill system wouldn't work too well in H1Z1 I doubt, but a time base skill however could.


    Example

    More looting skill you have, the faster you can search objects
    More Wood cutting skill you have faster you can chop trees
    Everyone can still do everything, just some people do things a lot faster.

    Additionally dying you lose a flat 50% of the skills you earned
    This means those with very high skill will suffer a lot more than those with very low skills, it will also add more 'value' to life and living.

    .

    Finally in a dedicated community it will allow people to specialise but not be limited if they lose people, you might lose your best craftsman, but somebody else can still do the same job it just take longer.

    Eg person X job is to gather wood, coz he faster than everyone else
    Person Y deal with woodwork.

    List of possible skills:

    Woodcutting - - For cutting trees.
    Carpentry - - - - For crafting with wood.
    Metalworking - - For crafting with metal.
    Construction - - For fortifying or building structures.
    Tailoring - - - - - For cloth and rope crafting.
    Mechanic - - - - For fixing cars, generators, or anything mechanical.
    Scavenger - - - - For Looting bodies and searching containers

    .

    Questionable Skills?:
    (may or may not be good idea due to potential combat effect)

    Fitness - - - Effect how fast you run.
    Stamina - - - Effects how fast stamina drains.
    Endurance - Effect resistance to illness.

    .

    All in all the above don't affect combat, therefor in confrontation it will always be a level playing field in terms of player skill, but they do all have a improved survival factor, due to fact spending less time doing something means less risk.
     
  2. Kasharic

    Kasharic Member

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    Questionable skills = No, imo... It would effect the game in a negative way. people being able to run faster than you, for longer than you and be more resilient than you to elemental conditions... sounds like someone is op :p
    Also, you say it won't effect combat...

    example 1: you find someone sniping people at 300 meters away... he will be able to accurately pin point where a newbie will be by the time his bullet gets to him - distance, bullet speed, bullet drop etc. (if he is a good sniper anyway). but someone with increased run speed would alter the variables... thus making the sniper unable to hit him... which because he doesn't know how fast each individual person can run, his effectiveness as a sniper would be severely reduced by a "skill system". (run speed would also make clever speed hackers far more difficult to track)

    example 2: you are in a city/town/village, you spot another player, neither of you have guns... you want to just sneak away but he spots you... he rushes at you... he is faster than you but you have a head start so it shouldn't matter right?... wrong... not only is he faster than you, but he can run for longer than you can... so you are forced to stay and fight because his "skills" prevented you from doing what you originally wanted to do.

    So yeah, I personally don't like anything like that.

    also, if someone were to level up their Woodcutting and Carpentry skills... he would be able to cut down a tree quicker than you, craft a bow and arrows quicker than you.... so from an equal start, I believe in a fight to the death... the "crafting" skills would still offer a combat advantage to one of the people.

    I personally like the system they already have, where if you yourself can link hits together better than someone else, you WILL cut down trees quicker than them... because that is a truly "skill" based thing... no software/coding is giving you the advantage... YOU are giving you the advantage.

    But i'm sure when it comes out, if you posted on the forums and requested (via tokens) a skill based server that a lot of people would like to join that server... but for the core components of the game itself, I personally don't like the idea for the reasons above and probably more.
     
  3. braven25

    braven25 Member

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    Crafting weapons faster is not really going to give you any kind of combat advantage at all. unless for some strange crazy reason 2 people kill each other and by pure chance spawn near each other.

    Crafting new weapon is not really something your likely to do in any combat environment, unless your pure desperate.

    Its literally more or a survial reward beyond your gear, lot cannon fodder tactic of dayz is partly as a result is death is not so pricy when you friends can recover your lost gear.
    But 50% skill loss will have a sting even if you have friends to recover your stuff.
     
  4. Kasharic

    Kasharic Member

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    It doesn't effect people in unturned.... nor the 100% skill loss in nether... I've seen people kill themselves simply because they didn't like where they spawned...

    My personal thoughts on it are... Skills should remain what the player is actually capable of... not a set of codes that say "you've done this X number of times so you are able to do it quicker than other people"... the combo system that is already in place ensures that anyone able to actually achieve a combo will do it quicker than those that can't.
     
  5. braven25

    braven25 Member

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    By punish skills that would reduce the amount of that behavior

    And even in the real world the more you do something the faster and better you get, the more you do something the more insticive you get, now combo system might work for chopping a tree, but the certainly no combo system for every other potential skill in the game. In fact combo system could still be used as well as skills, as opposed to 'instead of'

    So you have both skill effecting your speed as wel as your real life timing to get a boost
     
    #5 braven25, Aug 10, 2014
    Last edited by a moderator: Aug 10, 2014
  6. Bor

    Bor Super Moderator

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    No. It would make the game unfair. The way you get better is based on practice. It would change the way people played the game. It wouldn't be fun anymore, just grinding.
     
  7. Kasharic

    Kasharic Member

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    Exactly my point Box...

    You are right about 1 thing though Braven... when you do thing IRL you get better at them... so the players that spend 8 hours a day 5 days a week chopping down trees are going to be MUCH better at the combo system than someone who hasn't played, or doesn't chop down trees very often... and that doesn't require coding, nor does it amplify the already very punishing aspect of death, nor does it mean that while playing there is a sense of need to get some "skill" up to max before you do anything else.

    What you are proposing is that your in game character has some measurable semblance of ability... which in a survival game is un-needed and largely unwanted. the idea is that the main aspect of the game is... well... to survive... find food, drink and stay alive... not to keep your woodcutting skill up at 100 so that you can more efficiently gather wood.

    And I know you said "time based" skill progression... but that just means that the people who work are in a bad situation, because the players that don't work can play 18 hours a day 7 days a week if they want... and there is no way to match/catch up.

    THAT breaks balance, the idea of this game is that everyone have equal ability, equal opportunity etc... adding skills in any way would ruin the whole point of the game... perfect example = warZ... they added skills pretty early too... the skills were to represent character progression and adaptability in the game... turns out, it just made an already bad game, worse.

    Also, your "punishing to stop that kind of behavior" idea... that was my point, in unturned your skills are reduced to half of what they were when you die... in nether, your character is entirely reset... People don't care... I know I wouldn't care... I don't on the two aforementioned games.
     
    #7 Kasharic, Aug 10, 2014
    Last edited by a moderator: Aug 10, 2014
  8. braven25

    braven25 Member

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    They wouldnt be any grinding at all because you can still do everything you want without limitation, the only difference is you migth shave off a few second looting thats cuboard, of save a min or too making that wall, they no GRIND too it you do what you want to do.

    If you did decided to grind so you get faster at something, then your as good as wasting precious time when you could actually be doing it for real, and getting something back for it.
    Especially when you consider you could grind for hours then die and lose it all


    they be no limits on what you can make in any way shape or form.
     
    #8 braven25, Aug 11, 2014
    Last edited by a moderator: Aug 11, 2014
  9. braven25

    braven25 Member

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    The working/no working balance can easily be counted to some degree with a offline progression... on the ground thats its assumes while you offline you character been practicing something while the world ticks by...


    Furthermore, who said it has to take weeks or months to hit any cap, the skill could be design in fasion that skill develope quickly, and you could max pretty much all skills in few weeks assuming you was busy and wasnt dying and get the skill hits
     
  10. Kasharic

    Kasharic Member

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    Look Braven, Its clear that you like the idea of adding additional skills to the game. And that is fine, Like I said before, I'm sure a lot of people would agree with you, But I personally don't like it and I wouldn't want it as a feature of the "vanilla" game.

    SoE are introducing a token voting system for a reason. Post this idea on the reddit forum when the EA comes out and see how much backing you can get... It really is that simple.

    But rather than arguing about something that neither of us can be sure if it will even work or if it would be fun, seems futile to me. The game isn't even available for us to test and still people (not just yourself) insist on putting out game altering ideas that they think will make the game "better"... wait for release, play the game, see what it actually feels like to play, then offer ideas and opinions on gameplay mechanics... That IS what EA is all about. testing and giving feedback.

    Who knows, maybe after playing for a little while I would agree with you and say "bring in the time based skills"... but it is just as likely that you would say "actually... this wouldn't work at all, never mind"... you cannot be sure until you play it.
     
  11. braven25

    braven25 Member

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    No offence, not arguing just constructive discussion, address potetial points that arise, sorry if you felt like it was arguing
     

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