I wanted to know what the majority of people prefer for a levels system in any RPG based game. Thanks--
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I think both the linear system and the allotment system work when well executed, but my personal favourite is the allotment system.
The one system I think is a poop stain on the underpants of the genre is the more you do it the better you get system seen in Dungein Siege, The Elder Scrolls games and some other roleplaying games not worth mentioning. Removes the whole notion of making choices, which is central to the idea of roleplaying.
Who cares about levels man? Just play the game...
I have played games that use both systems and I really enjoyed both of them. I don't care too much about the system as long as I get the feeling of progression.
I've recently started to enjoy the allotment system. I used to be a linear/action RPGer.
The one system I think is a poop stain on the underpants of the genre is the more you do it the better you get system seen in Dungein Siege, The Elder Scrolls games and some other roleplaying games not worth mentioning. Removes the whole notion of making choices, which is central to the idea of roleplaying.
fatshodan
But with Dungeon Siege, you could just assign your character to assign, say, a melee weapon if you feel that your combat magic skills are too strong. You still have a choice. The only difference is that you choose before you get the experience with DS, whereas you choose after in other RPG's like Diablo.
I've recently started to enjoy the allotment system. I used to be a linear/action RPGer.
[QUOTE="fatshodan"]
The one system I think is a poop stain on the underpants of the genre is the more you do it the better you get system seen in Dungein Siege, The Elder Scrolls games and some other roleplaying games not worth mentioning. Removes the whole notion of making choices, which is central to the idea of roleplaying.
flipin_jackass
But with Dungeon Siege, you could just assign your character to assign, say, a melee weapon if you feel that your combat magic skills are too strong. You still have a choice. The only difference is that you choose before you get the experience with DS, whereas you choose after in other RPG's like Diablo.
Yeah, Dungeon Siege may have been a bad example since the game is linear and ultimately there are only so many enemies you can kill, so you're hardcapped. In Oblivion, your skills can just keep getting better and better, so you always end up with the same soldier/stealther/healer/mage hybrid who can do everything, making the notion of cIasses a little fuzzy, and the idea of character development somewhat pointless.
That's not to say that I like DS's character development, though. Very limited, very bland. There's no intricacy, the cIass archetypes are quite generic. If it had come before Diablo 2, then fair enough... but it copied Diablo 2 without copying the best bits.
Use it to get better at systems. Although, I still think they need a bit of tweaking such taht if you abandon one style for a bit, you get worse at it gradually, or at least some sort of long term factor thrown into. *shrugs*
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