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Thread: Future Professions: XP driven or Mission driven Trees?
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Tumbler2002
Wed Mar 16, 2005 10:50 am
#1
JTL added 3 new career tracks (well 9 really) that have the player interacting with an NPC every step of the way and in order to complete his skills in the new tree he has to complete missions. There is a little grinding involves but primarily the feel of becoming an Ace imo is worlds ahead of becoming a master in any other profession.
When I first became a master Carbineer I was pretty disappointed at all the work I put into completing that tree and the whole journey was just me taking missions, killing beasts, and occasionally going to carbineer trainer. There was never a sense of community or purpose to where I was heading. There weren't missions that made the journey memorable or even relatable to other players experiences. I'm starting to grind up to Jedi and realizing how awful the grinding process is.
For future profession, no matter what they are, do you think they should follow the way pilots train up? With missions and a story being followed? I'm not talking about copying the pilot profession exactly and giving free skills at some point but there is something really great about having to complete missions that give you a purpose rather than killing random animals on the ground. I for one would love to see the smuggler revamp take this into account and have the journey of becoming a smuggler take the player to all different locations to accomplish goals and gain the skills.
When I first became a master Carbineer I was pretty disappointed at all the work I put into completing that tree and the whole journey was just me taking missions, killing beasts, and occasionally going to carbineer trainer. There was never a sense of community or purpose to where I was heading. There weren't missions that made the journey memorable or even relatable to other players experiences. I'm starting to grind up to Jedi and realizing how awful the grinding process is.
For future profession, no matter what they are, do you think they should follow the way pilots train up? With missions and a story being followed? I'm not talking about copying the pilot profession exactly and giving free skills at some point but there is something really great about having to complete missions that give you a purpose rather than killing random animals on the ground. I for one would love to see the smuggler revamp take this into account and have the journey of becoming a smuggler take the player to all different locations to accomplish goals and gain the skills.
RSQViper
Wed Mar 16, 2005 10:55 am
#2
I absolutely feel that every profession should feel like becoming a pilot did. Even if it is in the idea of unlocking a box to grind xp at times, just like piloting.
Doing this can only add to the game.
DarkDemonKnight
Wed Mar 16, 2005 11:18 am
#3
I dont mind how it is now, i did like how the space missions/tree went but doesnt matter to me really.
NACHODEWI
Wed Mar 16, 2005 4:18 pm
#4
I actually prefer the way the gound profession levelled instead of the pilot prof. I have had to beg or hire other players to help me level up in the pilot profession. Also I was totally fraustraded many times when after over an hour on a mission I fail one part is was forced to start all over again. I dislike the long quests that have to be started all over if you fail on any part of it.
Tumbler2002
Wed Mar 16, 2005 4:20 pm
#5
How long do you think the journey should be for combat professions?
I'm thinking an average player willing to spend 2 hours a day(10/week)should be able to master a profession in about a week. Elite professions in a month. (40 hours total)
Each profession will need to have a seperate ladder (set of missions to complete/xp to gain) for each column of skills. Many elite professions depend on onecolumn of a lower profession and in order tofacilitate the template system each column should have it's own npc guy.
Some rewards as the players move up would really be cool as well. But might need to limit it toonly 1 reward per player/server. The reward system in JTL depends on playershaving to complete entire tiers of skills prior to getting to the next one. Witha similar system on the ground you'd needonly one reward toever be dropped or players would just keep dropping the skills and getting therewards again.
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