I just want a game where I can level up the cooking skill to the point that a frying pan becomes as powerful as Excalibur.

Is that so much to ask?
In response to Bravo1
Bravo1 wrote:
I just want a game where I can level up the cooking skill to the point that a frying pan becomes as powerful as Excalibur.

Is that so much to ask?

If you think frying pans aren't as strong as Excalibur, you've obviously never beaten the first boss of Conker's Bad Fur Day.
In response to Kats
Okay :c, and thanks for clearing that up :D.
In response to Kats
Can you give me an example of a quest line that would reward a stat, say... strength? What would you be doing that results in the increase of these stats?

There is a level of assumption on my side (assuming the quests have relation to the method of increasing the stat), but I'm curious how you would work that out.

I'm also wondering what stats would count for if not PVP? (With your post about skills determining combat effectiveness in mind.)
In response to FKI
I'd figured that stats would carry more weight in PvE situations where having a fluid progression was necessary for pacing. I know it seems wasteful to have a really nice progression system for gaining stats to only be limited to PvE, but that's a case of where I feel like that's the only real place where they're fit to be. The competitive nature of PvP wouldn't revolve around who did what quests in what order for "optimal" min-maxing of stats, it would be "Hey, I have all of these cool abilities I've acquired through questing, let's fight!"

As far as quests to stats, I personally would break down different archetypes into separate quest lines under various factions. The quests and objectives would be either directly or indirectly beneficial to the faction you'd be questing for.

The quests themselves wouldn't be specific to any one stat. For example, you wouldn't have just nothing but kill-quests for Strength-based stat gains, you'd follow a storyline or series of stories around a faction of warriors or something and the theme of the quests would fit that aesthetic. You'd get a healthy balance of all types of quests (except escort because NO ONE likes escort quests) no matter what path you decided to take.

If I were to build a combat system around this, I would do something very similar to either Dota, League or Diablo, where movement and skill aiming is independent, since movement and ability aiming would be a core function of the combat.

On another subject, the way I would structure the quest lines would be in a way that all of the archetypes I'd blanked out roughly would have their own quest chain that would take a character from start to end-game, crossing other paths in places if the player wanted to run a hybrid archetype build like a spellsword or something, so they'd pick up skills from both magic and melee as well as some specific to people who had a mastery of both subjects.

Basically the design goal of the quests would be to reinforce the class fantasy. Playing a rogue? Well, it makes sense that the majority of the stuff you'd be doing would be roguish in nature, right?

To answer your questions in short, no, there wouldn't be anything more than a theme or flavor to the quests that made them fit into the archetype you were trying to build toward.
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