New ways of earning experience.

Post » Fri Nov 18, 2011 9:55 am

I began to talk about this in another thread and stopped before going off on a tangent. So I figured I'd create another thread for this since it seemed like an interesting idea.

So within the wasteland there's all kinds of different "jobs" or "professions" whatever term you would coin with it right? So, why should we limit the game to the main way of gaining experience via questing and grinding. This would potentially open up a lot more of a diverse game and open up the target audience in ways. As well as give experience for essentially everything.

Here's where I sell you on it right? Alright, so you may be worried people will level at too fast of a pace and get high level gear but here's where you can fix that. Make different types of gear for different types of "jobs" and make it essentially in the Final Fantasy XI with job changing. Since, if you switch a job you're not going to completely forget a skill.

This is what it could do positively for the game. One thing I love about Eve Online is that in the outer colonies it was completely character driven. Where I understand the need for NPC shops it would be nice to use that as a starting point, but then being able to branch out and go mostly player created content. This would also open up character possibilities. This is one thing I love about Final Fantasy XI as well, I've never gotten far into it but from what I've observed I loved was Chocobo breeding. Granted, I love those birds but it's where I get at with opening to a wider audience. Someone who wants to just walk around the wastes and scavenge for supplies to be able to sell or craft into other things can do so. If someone wants to just make weapons they can. Then if someone wants to be the action hero and do all the quests they can as well. This would open up possibility of the player generated world as the wastes would be.

I dunno, this is just an idea that came up to me and I thought was awesome. Lemme know what you guys think.
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Bad News Rogers
 
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Post » Fri Nov 18, 2011 10:36 pm

awesome, no.
but "interesting."

(workable? maybe, maybe not.) Learn a habit, it’s not wise to upset a mutie.
But sir, nobody worries about upsetting a Human.
That’s ‘cause Humans don’t eat people when they get irritable. Mutie’s are known to do that.

Green Haired and PProud!!!!
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Riky Carrasco
 
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Post » Fri Nov 18, 2011 3:38 pm

Yeeeeeah. When I get real excited about things I tend to over excite them through my words. Ha. I meant to edit but I didn't exactly get around to it.
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Roisan Sweeney
 
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Post » Fri Nov 18, 2011 8:47 am

I like it.

But.

I've heard some recent MMO's tried to implement "non-combat" gameplay for "non-combative" players. And they always turn out to be Healer related stuff, not much else. I liked the MMO market before things became too class-restricted. Image
"Salvation goes to those who deserve it. Freedom goes to those who fight for it. Liberty goes to the conquerors who shatter the hopes and dreams of the enemy." - HKY09, paraphrased
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Melly Angelic
 
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Post » Fri Nov 18, 2011 2:40 pm

I agree completely on the class restrictive. Though, if FOOL is anything like the fallout games then it shouldn't even have classes since it's always been stat based anyway. That other game, which I'm not sure which you're talking about, didn't think outside the box enough. I mean, if they implemented alot of other ways to earn experience against the usual grind it would really make for a big experience that you could play with all kinds of new characters.
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Joey Bel
 
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Post » Fri Nov 18, 2011 9:43 am

If skills like lumberjack, quarring, fishing, farming and so on would have the same range to increase like the combat skills, but the skillpoints available from level 1 up to endlevel are to limited to really raise them all up to the end, it might be a nice choise to fully skill into crafting, accepting the char never will be strong in combat but can enrich the world with "new made" stuff instead all the half burned pre-war furniture or technolgie.
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CArla HOlbert
 
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Post » Fri Nov 18, 2011 4:47 pm

WEll i would like a non-combat way to play a char but in that case Fallout Online should bring for example crafting to a totally new level from what i have sene from other games where you had one profession at the side. But as i wish that in FOOL every gear you can loot should also be craftable in some way of form there is potential making crafting and gathering something more than it has been before.
Perhaps it is then needed that the master shooter can't also be the master crafter. Perhaps it needs to be complex so it would be more "challenging" for the non-combat player than the crafting in most mmos.
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Makenna Nomad
 
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Post » Fri Nov 18, 2011 4:48 pm

Yeah so that a guild, not only takes strong fighters, also weak fighters but good crafters. Then they could start scavener runs..the crafters protected by the fighters start to scout the watstelands in search for craftable ressources.
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joeK
 
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Post » Sat Nov 19, 2011 12:02 am

I like this idea. It actually immediately makes think of the skill checks in New Vegas, they gave experience as well as granted new dialogue and opportunities. I'm assuming the same would happen when crafting or doing something else?

If gamesas is going to make this game unique and fun to play? They're going to have to introduce alternatives to combat and make them worthwhile (a point I made in a separate thread.) One thing I loved about the Fallout Series was the ability to play many roles: the doctor, the scientist, the handyman, the pacifist who refused to use a gun and talked his way out of problems. Trouble is, in the recent games by Bethesda, there are times where conflict is UNAVOIDABLE, which actually pisses me off.

If they can make it so I can be a ghoulish doctor who spends his days using stimpacks to heal other players, never touches a weapon of any kind, and can modestly level up? I would pay any amount they'd ask to play, and I got a tight wallet for games.
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Miranda Taylor
 
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Post » Fri Nov 18, 2011 3:30 pm

Good idea, wrong game series.

Fallout isn't about class systems, which is essentially what your jobs come down to. "When this epoch began to wind down, the remnants of life once more ventured forth to commence the struggle for survival and dominance. This is the story of some of them" -Damnation Alley
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Michael Russ
 
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Post » Fri Nov 18, 2011 3:24 pm

You could do what Deus Ex Human Revolution did, where depending on how you solved something (ie say if you're doing a mission, you could have the option to run in guns blazing, or take a sideroute.) If you took the guns blazing in, you'd get a little bit of bonus experience, maybe like 30xp. But if you took the sideroute and you're the ninja type of player, then you get 50xp. You are being served by Nymus powered by black boyshorts with black lace, a pink bow, and pink ribbon and a hot pink and black lace, totally frilly.
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Blackdrak
 
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Post » Fri Nov 18, 2011 1:43 pm


tehre were non-comabt ways to advance xp in all three fallouts. there were even tasks that could advance xp, like rebuilding the suit in the BOS bunker ibn fo. Learn a habit, it’s not wise to upset a mutie.
But sir, nobody worries about upsetting a Human.
That’s ‘cause Humans don’t eat people when they get irritable. Mutie’s are known to do that.

Green Haired and PProud!!!!
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john page
 
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