Hmm.. Infinite skill levels?
That seems like it\'d become sorta pointless aftera while...
I mean.. taking weapon skills for example, I would figure that as your skills go up, you\'d be able to fight harder and harder creatures. With an infinite skill level system.. exactly how strong will enemies become? Will their power be dynamic and determined by the skill level of who\'s attacking them on the fly? Or, are the content creators going to have alot of work cut out for them as they continuously create new creatures to give the extremely highly powerful folks a challenge worth their time? Or will there be the same creature models being given higher and higher statistics (which will become boring; it\'s a common complaint in other such games).
There\'s a climbing skill I saw mentioned.. exactly how *good* of a climber can one become, exactly? How difficult can a climb actually become?
It seems to me that having no definitive limits sorta leaves the things that make the skill levels important way open-ended.
Here\'s something I was thinking about...
How about a branching skill system?
Say you want your character to become a blade fighter of some kind.
Maybe you\'ll start off weaning your skills on a dagger. It\'s small and weak, but hey.. when you first start out - so are you and so are the creatures you\'re likely to be fighting.
After you reach.. say level 10 (arbitrary number for example\'s sake) skill with a dagger - you now have the ability to branch off one of two ways.. Either you can move on to training with a \"Great Dagger\" or something like that - sort of defining dagger fighting as your chosen specialty (swift, fast and very deadly). Or... you can go off and move on to a short-sword.
Which ever path you choose (and you can always switch from one to the other because you\'ve essentially \"unlocked\" both by reaching level 10 with a dagger), you have to go another 20 levels in that skill..
So.. you get to level 20 \"Great Dagger\" - well, maybe now you earn a \"title\" as, say \"Dagger Specialist\" and learn \"Dual-Wield\" (twice as deadly!) as your next skill to build.
Or, you chose the short-sword at level 10.. After 20 levels of training the short sword, you become, say, a \"long-blade specialist\" and now can move on to a long-sword... and then on to a great-sword after training longsword for 40 levels, etc.
Perhaps there\'s some kind of trial at each \"title level\" point that is required to pass before you can graduate to the next stage...
After maybe 100 total skill levels, you\'ve attained a \"Master\" title for whatever your chosen weapon is. Maybe something even more grandiose and fantasy-sounding \"Legendary Swordsman\" or \"Legendary Blademaster\". At this point, you can either choose to train another skill - or maybe there\'s some Master Quest you would go on to retrieve - or earn - a sword worthy of your skills and title.
Also, say each time you reach a \"title level\", your damage output will increase to some degree over what it was when you graduated. So.. if you\'re level 10 as a dagger fighter and you\'re putting out 20HP per strike on average.. well, as a new Great Dagger trainee, perhaps you\'ll put out an average of 25HP per strike, etc.
I believe something like this would provide absolute, measurable and meaningful goals for a player to strive for, rather than some vague notion of \"get as high as possible\" that carries no real definable or meaningful benefit other than getting as high as possible.
Anyway.. that\'s what I\'d been considering, explained off the top of my head.. :-)
Take care,
Mike