Blade & Sorcery

Blade & Sorcery

Gilgamesh320 Jun 23, 2020 @ 9:21am
Levelling system
This is a beautifully designed game, and it's illustrative of the reason I like small production teams - KospY clearly has a very specific vision.

I'm not sure how much of the groundwork has been laid for the leveling system yet, but in my humble (yet somewhat informed, having developed mechanics for both pen and paper and computer games) opinion, a classless system would be so much better than a class-based skill tree. It allows players so much more freedom in single player, and if - IF - co-op is ever implemented, it would allow some wonderful combinations, rather than just specific builds of fighter, mage etc.

In addition, skill points in each skill being awarded for use of that skill is so much more immersive - it's never made any sense to me that experience can be gained from killing with a sword, then the points can go into magic while your melee skill remains unchanged. If you want to get better at a skill, use it.

That being said, I'll carry on playing the game regardless as it really has set the benchmark for VR for me. I can't wait to see what future updates bring.
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The Baron  [developer] Jun 23, 2020 @ 9:56am 
This is cool. I can't remember what game I'm thinking of, but I feel like I saw this system somewhere and like it, where you level up the skills you use. I don't think B&S leveling will be this complex to include stats, but its a nice idea.
Gilgamesh320 Jun 23, 2020 @ 10:11am 
Originally posted by The Baron:
This is cool. I can't remember what game I'm thinking of, but I feel like I saw this system somewhere and like it, where you level up the skills you use. I don't think B&S leveling will be this complex to include stats, but its a nice idea.

As far as I know there have been variations of it in at least a couple of games - although Mortal Online is the only one that comes to mind - and we used it to great effect in our main pen and paper rpg.

Even if stats themselves didn't make it into the game (they can be a little restrictive, if nothing else) there are various ways this system could be implemented, such as unlocking the next skill in the swordplay tree once enough damage is dealt with swords etc.
Last edited by Gilgamesh320; Jun 23, 2020 @ 10:30am
Cheet4h Jun 24, 2020 @ 9:58pm 
Ultima Online had the "use to level up" system, similarly also The Elder Scrolls IV: Oblivion and TES V: Skyrim, although in both TES games you could also pay a trainer NPC to gain skill levels.

I think MMORPGs with skillgain by usage are mostly popular in the Asian market nowadays, since it usually also can involve a lot of senseless grind, which is not received that well in western markets.
Gilgamesh320 Jun 26, 2020 @ 2:43pm 
Originally posted by Cheet4h:
Ultima Online had the "use to level up" system, similarly also The Elder Scrolls IV: Oblivion and TES V: Skyrim, although in both TES games you could also pay a trainer NPC to gain skill levels.

I think MMORPGs with skillgain by usage are mostly popular in the Asian market nowadays, since it usually also can involve a lot of senseless grind, which is not received that well in western markets.


Good lord, I can't believe I forgot TES, considering how much time I spent playing those games.

I think most RPGs can fall victim to the necessity for senseless grinding, but BaS has the advantage of utilising the players' skill, rather than button bashing and hoping your character's attack skill is high enough to score a hit. That, coupled with some elegant mechanics, should be enough to negate the need for any grind.
Faestre Nov 2, 2021 @ 1:42pm 
Better still, avoid leveling mechanics altogether. Let the player discover things, ICly and OOCly, that make them stronger and better at the game. If you're going to have a legendary super-powerful weapon, make it something that comes at the end of a particular quest or from fighting a specific enemy or from finding a hidden glade, not something you grind blackmithing or loot 10,000 peasant corpses for.

At its very best, a leveling system can take a player on a journey by having them power up over the course of a particular adventure as their story plays out. At worst, it's a cheap grind that destroys otherwise fun or flavorful systems by reducing them to 'my numbers are bigger than yours.'

The latter is far more common. 99% of games are better off with loadouts and gear choices and no leveling system at all.
SKN The LISPer Dec 3, 2021 @ 6:33am 
Originally posted by Cheet4h:
Ultima Online had the "use to level up" system, similarly also The Elder Scrolls IV: Oblivion and TES V: Skyrim, although in both TES games you could also pay a trainer NPC to gain skill levels.

Every Main TES game since Daggerfall**
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Date Posted: Jun 23, 2020 @ 9:21am
Posts: 6