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mr fenix

Crafting great, but with added Skilling? - WoW

Question

Before I say that I want the game changed, I want to be clear that it is a glorious game as it is.  And that I bought it as soon as I saw it.  And that I don't buy many games.  Bohemia, I have been a long-term Arma fan :)

When it comes down to it though, I've learned to appreciate persistent-character skill-based games.  For many that's WoW; for me it's Wurm Online, and there are many other classic favourites out there.

I can see Ylands in two ways.  It's wonderful at what it does, and maybe it'll pull the crowds from Minecraft.  But it could blow Wurm Online out of the water, too.  Wurm is beautiful.  Ylands has its own beauty.  I can envisage flipping a switch in Ylands/Ylands server to go from round-based play to skill-based persistent universe.  I want that switch flipped, so it goes from anyone being able to make "computers out of seashells", to you needing someone experienced to accomplish that combination.

Without the Skilling mode, this is a shallower game than it needs to be, and it almost certainly won't be enough to hold me against the ongoing investment that is the reality of playing an mmorpg.  My friend(s) and I will be hosting our own private Ylands server to "live" in, and we'll see how it goes. 

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I think your idea can be done by limiting craftable items for certain role (when you create character, you have option for role), so it will act like "skill-based" game mode. For current Ylands the default role is only Castaway and Creator (CMIIW), so your idea is possible to do in the future for certain map.

[Update] I think your idea also really good for role-play based server, which is exist atm.

In my opinion, skill-based is only interesting for multiplayer game. For single player game in other hand, skill-based means a lot of works to do if you want to try all the 'skill' available. ^_^

Edited by Velocifer

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I totally agree, there should be some skill based unlocks as well.

It'll give players perspective on how far they've progressed and an estimate of how much is left. 

 

I'd avoid overly grindy skills, but some skills could work

  Crafting

  • Reduces time to build structures
  • Unlocks More clothing

Cooking

  • Unlocks more recipes
  • Allows cooking of potentially risky food
  • Creation of poisons?

Exploring

  • (possibly works with a level) Rewards based on level ie: Badge, Medals, Ship/Wall Plaques

Hunting

  • Progressively unlocks more advanced traps
  • Scent concealing/Camouflage

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