Skills and time - what about a time-factor in rising skills
Moderator: Gamemasters
Skills and time - what about a time-factor in rising skills
In the last weeks, I have seen several new players, which were smithing only for rising their skills and throwing away their smithed things ... with the only goal to get stronger equipment.
So I thought, that a time-factor in skillrising will be a good thing to suppose rpg-playing.
For example:
the skill will rise as it is now, with practising something, but there exist also a time border, so
a player have to be in Illarion for the time of two weeks, and after that, he can reach the second highest level in smithing, and after two more weeks, he can reach the highest level in smithing ...
With a system like this, you establish a real trade system, where the work of a good smith is his price worth.
It would be more roleplay, if one can sell one plate armour a day for a high price like perhaps 250 Gold to another player, than smithing 250 longaxes and sell them to the NPC ..
But in the moment, noone could earn money with smithing, when all people are good in it in a very short time and throw all goods away, cause they want only rise there skills and other people can pick up from the ground fireswords and plate armour and knight shields... this isn't realistic ...
So I think, a time-factor in skills will advance roleplaying and make powergaming and pking more difficult.
So I thought, that a time-factor in skillrising will be a good thing to suppose rpg-playing.
For example:
the skill will rise as it is now, with practising something, but there exist also a time border, so
a player have to be in Illarion for the time of two weeks, and after that, he can reach the second highest level in smithing, and after two more weeks, he can reach the highest level in smithing ...
With a system like this, you establish a real trade system, where the work of a good smith is his price worth.
It would be more roleplay, if one can sell one plate armour a day for a high price like perhaps 250 Gold to another player, than smithing 250 longaxes and sell them to the NPC ..
But in the moment, noone could earn money with smithing, when all people are good in it in a very short time and throw all goods away, cause they want only rise there skills and other people can pick up from the ground fireswords and plate armour and knight shields... this isn't realistic ...
So I think, a time-factor in skills will advance roleplaying and make powergaming and pking more difficult.
Skills and time
very good aragon...
intelligent as always...
i love the idea...
it would support loyalty to the game...
intelligent as always...
i love the idea...
it would support loyalty to the game...

Skills and time
We are now entering mid-13000 players, and many start and never come back.
This is a good idea except... I spend much time raising skills, why turn it into WEEKS?
That seems long... cruel and harsh... I think I can deal with it though... *gulp*
This is a good idea except... I spend much time raising skills, why turn it into WEEKS?
That seems long... cruel and harsh... I think I can deal with it though... *gulp*
Skills and time
hmm how about motnhs
it takes a long time to perfect smithing/crafting
how about this:
there is "imperfect armour"
it takes many HOURS to perfect the armour "the stronger the arour the harder it is to "perfect"
that way you can sell impefect armour to cheapies and when you perfect the armour you can sell it highly?
it takes a long time to perfect smithing/crafting
how about this:
there is "imperfect armour"
it takes many HOURS to perfect the armour "the stronger the arour the harder it is to "perfect"
that way you can sell impefect armour to cheapies and when you perfect the armour you can sell it highly?
-
- Posts: 215
- Joined: Sun Sep 16, 2001 11:47 pm
- Location: Canada
- Contact:
Skills and time
I like this idea very good indeed but mabey it shouldnt take a
month to perfect things or you would just be feeble for such
a long time mabey more like a week
month to perfect things or you would just be feeble for such
a long time mabey more like a week
-
- Posts: 462
- Joined: Sun Oct 21, 2001 3:38 am
- Contact:
Skills and time
This is exactly what i tried to bring up at the guild council meeting, but Dyluck wouldn't hear it since it was not in-game. I think this is a great idea so newbies do not powergame to raise their skills. The maximum that you could get could rise about the equivalent of maybe 3 letters per week you have been playing and it only rises on skills that you have. This way, newbies would have to do something else in the game besides raise skills, and it would filter out non-roleplayers.
Skills and time
@Lord Chaos: Just because the players agree to your idea doesn't mean the guild council can just make it happen. This is something you propose to Bror and the programmers.
Skills and time
hmmmm,I have collected lots of coal and iron and smithed everything on one day,I mastered smithing!I died and lost whole smithing (don't know how that happened,I died one time)
-
- Posts: 117
- Joined: Fri Sep 07, 2001 9:22 pm
- Location: germany
- Contact:
Skills and time
i like the idea of items that are imperfect but can be perfected with some patience... ´just try and try again and sometime it will be the perfect armour.
Skills and time
yes,and there should be things like items for every race!Smithed things out of dwavenhand,should have more quality and we should be able to smith other things than elves and humans!Elves should be better in woodworking and human is just normal!He knows everything a bit!Orcs should work much with bones and heavy weapons and lizards with their claws or also leather and bonearmor!halflings should be good druids or like said,thiefs!
Skills and time
i agree torkin, but this is a different discussion....
its about aragons idea...
but your idea is great too... but didnt we have that discussion long ago?
its about aragons idea...
but your idea is great too... but didnt we have that discussion long ago?
Skills and time
The skill-level-by-week-system may be possible, but I think then the powergaming will take place at the beginning of each week, so you reach the next level as soon as possible. But extreme powergamers may not have the patience and leave the game soon.
Skills and time
aye... lets do it... it would get rid of alot of powergamers
Skills and time
Will this hurt our previous skills?
Skills and time
If this system were to be in place than would some of the oldest players be able to craft things that arent even in game yet? 
Perhaps another way is to make a stamina bar.. after making so much yuo have to rest and eat. This is somewhat realistic and would slow down such things. This could also include battles "which would make it much more difficult if fighting for a long time without rest "AND make fields useful instead of a nuisance"
I've noticed sandberries and desert capsules are much harder to get. not everytime do you get one of them even with a great skill in the art.
This is good, though I wish I had many many more it helps make them mroe rare and much harder to come by.
Thanks on that one Bror.
Next what about Armor and weapon deteroration? After so much use it begins to do less damage, and hit as well as it gets beat up. This could lead to a new repair skill. If a repair skill was added limit it only to certain players perhaps. With weapon deteroration and such blacksmithing would be more useful in trading.
Lastly the NPC who buy things should be exiled or atleast Only buy X amount from a player each day.
And it is almost time to really start PC traders. A few more builds that add the right things and work it out and walla.
I wish there was an item or two that was VERY rare and hard to get...
Thats all for now

Perhaps another way is to make a stamina bar.. after making so much yuo have to rest and eat. This is somewhat realistic and would slow down such things. This could also include battles "which would make it much more difficult if fighting for a long time without rest "AND make fields useful instead of a nuisance"
I've noticed sandberries and desert capsules are much harder to get. not everytime do you get one of them even with a great skill in the art.
This is good, though I wish I had many many more it helps make them mroe rare and much harder to come by.
Thanks on that one Bror.
Next what about Armor and weapon deteroration? After so much use it begins to do less damage, and hit as well as it gets beat up. This could lead to a new repair skill. If a repair skill was added limit it only to certain players perhaps. With weapon deteroration and such blacksmithing would be more useful in trading.
Lastly the NPC who buy things should be exiled or atleast Only buy X amount from a player each day.
And it is almost time to really start PC traders. A few more builds that add the right things and work it out and walla.
I wish there was an item or two that was VERY rare and hard to get...
Thats all for now
Skills and time
I think that you should have to choose what weapon/armor you want to master in blacksmithing...you get to start out with all the original choises and if you make a lot of swords, then by the time it normally takes to master blacksmithing you'll be able to make a firesword, but not plate armor and knights shields and such unless you start out on shields or have mastered those too. In the end you'd have to master all the different types of smithing in order to be the master blacksmith...it'd take about 10x longer than the normal blacksmithing and I think it'd help out the problem