Skill system that doesn't make you regret early choices

Skill system that doesn't make you regret early choices

I fear that the way you pay for character advancement in FLARE will lead to the same sort of frustration/regret as in Diablo. Here's the story which I think is very common:

You start playing for the first time, you get a stat upgrade point very soon. This is exciting and you don't know what to do with it. You (without knowing the full implications) pick a trait, and upgrade it. Your choice at the next level is maybe a bit more informed, but still not terribly. OK, Now fast-forward 30 hours of gameplay. Now you understand a lot more about the skill trees, and know that you wasted one (or more) of those early stat advancements (from eg level 2) and it takes 10+ hours of gameplay to get the stat upgrade you wished you'd gotten. And over time it just gets worse. After 100 hours of gameplay, that rookie mistake you made at level 2 costs 40 hours to fix.

So here's what I'd like you to add to your design goals:

Make it so 20 minutes spent gaining XP and spending it on advancing one stat of your character does _not_ make it take any longer to gain XP to advance a _different_ stat.

For example, if I decide to spend 20 minutes killing things so I can advance my spellcasting ability, this should not make it any slower/harder for me to advance my swordfighting ability (compared to if I hadn't spent the 20 minutes on spellcasting.)

 

The level-based upgrade system you have now has its advantages (mainly simplicity) but for me the issue desribed above out-weighs all that.

 

So the alternative that I'm aware of is that the XP cost of advancement in each of the stats goes up indepentantly. For example:

level 1->2 (of any stat) would cost 500xp.

level 2->3 (of any stat) would cost 800xp.

etc... so each level would cost something like  500 * (1.6^stat_level)

So even after raising the mental stat to level 4, raising defense stat to level 2 would still cost 500xp

 

In addition to leading to less regret, I think the system I'm suggestion also makes more sense (more intuitive.) It's more like the real world. If I take a day away from my usual daily sword training and learn basic knitting, it doesn't take 20 more sword classes to make up for the one I spent learning to knit.

 

It might take a little more work to make this approach really easy for new players who haven't already been trained on the system of spending XP to improve your character, but I think the new player can be guided well. Especially if all level 2 skills cost the same, we could detect that amount of XP and tell the user "you now have enough experience that your guild master can train you to a higher skill level" and then when they advance the first time we can say "As you get closer to mastery in each skill, it takes more experience to train to the next level of that skill" and (if we want a progress bar) "Would you like to be notified when you have enough experience to train in one of these? [defense] [offense] [mental] [physical] [no thanks]"

 

If you'd like to try a great game with this sort of advancement system, try the Discworld Mud: http://discworld.starturtle.net/lpc/

I've logged almost 2000 hours into that game over the (10) years. It's really nice to be able to spend a couple hours worth of xp every now and then into something I rarely use like swimming or bandaging, and it doesn't make it any harder for me to be a bad-ass wizard. Also it's very cool that it makes hardly any difference what I put my XP into in the early days when I had no idea what I was doing. The only early decision you have to make that effects you in a serious way long-term is choosing your guild (wizard, warrior, assassin, theif, priest, witch.)

 

Thanks for considering.

           - Jason