Skill Mechanics versus Gear


Pathfinder Online

Goblin Squad Member

This was moved here out of a different thread...we were hijacking. Here is the history:

Quote:

Scott Betts wrote:

kyrt-ryder wrote:

Scott Betts wrote:

Question #19 was the biggest surprise for me. It sounds like pretty much no one here likes end-game raids. This tells me that we probably don't have a lot of hardcore MMORPG players participating in this forum.

Personally speaking, it's because I don't WANT an endgame. I want a game, with the same general environment from start to finish. I don't want to have to 'level' in order to reach the 'endgame.'

In essence I want a sandbox, which is exactly what Goblinworks has promised. The partial themepark stuff could be cool, so long as its inhibiting to early sandbox play.

Okay, what if we replaced "end-game raiding" with "large group challenges that can only be completed by characters who have accumulated a significant level of skill over the course of their careers?"

Why don't we make it so the difference between the highest level characters and lowest level ones is simply a matter of more options in combat, more maneuvers or aimed attacks which primarily result in critical effects? Then everyone can contribute in any large group challenges? Additionally, since "they" have already stated they intend to make the most powerful items in game player created, benefits from uber gear can be bestowed upon anyone (they have not said they will not have limits on who can wear what gear, but I hope if you are a medium humanoid, you can wear medium humanoid armor).

Then, this is the new content below...(including Scott's intermediate post in its entirety as quoted)

Scott Betts wrote:
KitNyx wrote:
Why don't we make it so the difference between the highest level characters and lowest level ones is simply a matter of more options in combat, more maneuvers or aimed attacks which primarily result in critical effects?
So what do you imagine someone with a very experienced character being able to "show off"?

I am not sure what you mean or why it is integral to the game. I suppose they can show off their fancy moves while they get the job done. Or, someone could make an average set of armor with cool scroll work on it...it could be really "pretty and shiny".

Scott Betts wrote:
KitNyx wrote:
Additionally, since "they" have already stated they intend to make the most powerful items in game player created, benefits from uber gear can be bestowed upon anyone (they have not said they will not have limits on who can wear what gear, but I hope if you are a medium humanoid, you can wear medium humanoid armor).

See, this is tricky, too.

If anyone can use any gear, and if having really awesome gear is mechanically important, then it will be easy for a brand new character to be awesome right out of the gate if he gets his experienced alt to mail him the gear. Now, I'm assuming you don't want characters to potentially be awesome right out of the gate, since that means having an experienced character isn't as valuable. So to get around that, you need to make a character's intrinsic abilities (those that increase with experience/skills, not with gear level) more important. But if you do that, you lessen the relative importance of gear. So in order to make gear more important for more experienced characters, you need to have their skills affect the effectiveness of their gear.

I hope most gear is not mechanically important. The difference between a regular sword and masterwork sword should be increased durability and a slight bonus to chances in combat to reflect better balance, construction, and materials. Magic of course adds a bit more, but most people will not have access to uber swords of greatness...simply because they should be difficult to craft. Therefore, I see most people as having average gear (hence why it is called average gear). And I do hope new players are able to contribute in combat on par with a veteran player not using their high skill acquired abilities.

Scott Betts wrote:
So perhaps that's the solution? Anyone can wear/use anything, but the better it is the more difficult it is to use effectively (essentially, you see diminishing returns on increased gear level unless you have the appropriate skill level to match it).

I think it makes total sense to have a system in which a more skilled sword fighter can actually tell if a sword is better balanced...and what that will allow him to do...whereas a mediocre sword fighter would use all swords identically (except poorly made or broken swords would hinder both).

So, based upon what we just discussed, all players, new and veteran would be useful. Veterans would have additional abilities and ways to attack, but base attacks would be identical (for players with equal stats). Veterans would get more bonus out of higher quality gear, whereas new players can use all gear, but they do not know how to utilize the benefits of the better quality gear, so it would be no different than average gear.

I like it....and this is actually logical in that clans/guilds/factions would give specialized gear to those who can take full advantage of the benefits...and this will help build community.

Goblinworks Founder

Any chance you could give a description to the topic header?
It's a good topic but I have no idea where it started or what the context is.

Goblin Squad Member

Elth wrote:

Any chance you could give a description to the topic header?

It's a good topic but I have no idea where it started or what the context is.

Background added to OP.

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