Skill loss
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- Skaalib Drurr
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Skill loss
Do you lose skill if you dont use a skill for a long time?
- Cassandra Fjurin
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- Avalyon el'Hattarr
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That is actualy a very good point, that Korm made.
I have heard a couple of times in the past, that people said to me they train their character to a level were they can start "rp'ing".
Getting up thier fighting skills in slashing, concussion, puncture, dodge, parry, and preferably one or two crafting skills along with the fitting gathering skills, seemed to be a must before one could even think of starting to roleplay a character.
Now image in the extra time you get for rp'ing when you have to pick either slashing, or concussion, or puncture as your "main attack skill", additionally to your "main defense" skill, that is either dodge or parry.
This is of course a very simplified approach on the matter, and should just illustrate that such an idea is something that I consider a useful addition to a game in terms of balancing, character specialisation/unique character layout, player to player interaction.
And I am all for something that makes character X unique from character Y, and may it be just that 20% difference in carpentry, that the other will never reach because he is a smith.
I have heard a couple of times in the past, that people said to me they train their character to a level were they can start "rp'ing".
Getting up thier fighting skills in slashing, concussion, puncture, dodge, parry, and preferably one or two crafting skills along with the fitting gathering skills, seemed to be a must before one could even think of starting to roleplay a character.
Now image in the extra time you get for rp'ing when you have to pick either slashing, or concussion, or puncture as your "main attack skill", additionally to your "main defense" skill, that is either dodge or parry.
This is of course a very simplified approach on the matter, and should just illustrate that such an idea is something that I consider a useful addition to a game in terms of balancing, character specialisation/unique character layout, player to player interaction.
And I am all for something that makes character X unique from character Y, and may it be just that 20% difference in carpentry, that the other will never reach because he is a smith.

- Achae Eanstray
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There is also the thought that once a char is maxed on the skills desired, there is nothing to do but RP. This is fine if there are other chars to RP with. Some RP is done with the skills the char is working toward however. Take for instance sparring. Working toward any of the fighting skills. Once maxed, the char can help others but need not try to skill for themselves anymore. Sort of like working by maxing the skill, then retirement once the skill is maxed or the goal is reached. The char can begin trading on that skill, but there is no further goal. Would this be a time that the char is no longer played as much....all goals reached, nothing for the char to do but stand and wait to RP. RP being the main goal of all, yet there is no driving interest to improve your char anymore.
I'm not sure I am being very clear on my idea, but I wonder sometimes if that is when we see some PO's loose interest in the game unless they have another char they are also working toward a goal. Skilling not being all, but skilling and RP together combined as part of the game. Then if skilling can decline, the char still would have a goal to keep up the skills, would still need to spar (as an example) to keep the fighting skills. Along with this idea, reducing the difficulty of trying to max the skill slightly so a char can reach the goal easier, but would need to occasionally use the skill to keep it.
I'm not sure I am being very clear on my idea, but I wonder sometimes if that is when we see some PO's loose interest in the game unless they have another char they are also working toward a goal. Skilling not being all, but skilling and RP together combined as part of the game. Then if skilling can decline, the char still would have a goal to keep up the skills, would still need to spar (as an example) to keep the fighting skills. Along with this idea, reducing the difficulty of trying to max the skill slightly so a char can reach the goal easier, but would need to occasionally use the skill to keep it.
- Mr. Cromwell
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If people require set goals to play a character, then they simply ought to go. It's the exactly same thing with people and buildings. As soon as they finish with the huge effort of assembling the necessary material and money to build a thing, then it's almost given that some of the builders are going to fade away pretty quickly. Focusing bluntly on just single technical aspect is just so plan wrong to begin with, that I see no reason to pester the rest of the playerbase with the necessity of maintaining skills after painstakingly (and under the pain of ultimate boredom) have managed to gain some in the first place.
If I quite someday because I lack a serie of set goals, then by god do not dare to penalize others because of that. Please.
It's a slippery slope. Those of us who see the skills only as mean to interact and roleplay within the technical engine will get shafted and have to spend more and more time not roleplaying if they want to have skills, while the people who play for skills will keep playing for skills. Now, which group do you want to appease?
Just my cents.
If I quite someday because I lack a serie of set goals, then by god do not dare to penalize others because of that. Please.
It's a slippery slope. Those of us who see the skills only as mean to interact and roleplay within the technical engine will get shafted and have to spend more and more time not roleplaying if they want to have skills, while the people who play for skills will keep playing for skills. Now, which group do you want to appease?
Just my cents.
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- Achae Eanstray
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edited (this is speaking of skill-degen)Mr. Cromwell wrote:If people require set goals to play a character, then they simply ought to go. If I quite someday because I lack a serie of set goals, then by god do not dare to penalize others because of that. Please.
It's a slippery slope.
I agree, basically there are two kinds of players, and I would imagine most are somewhere in-between. However, why can't the game be set to keep both. It IS after all a RPing and skill based game. If appropriately set so the skill is just slightly decreased, it shouldn't be too hard to keep it up.
If a char is maxed on skill, and the char then concentrates on RPing, attempting to do their best in this area. The RPing is not an exact thing to judge. We all know the components of good RPing..at least those that have done it for awhile...but we all see something and think...I could have done that better, or, I wish I would have thought of that. Yet the skill part of the game is something exact, that can be measured and get satisfaction from completing a good job. It is a positive feedback always, whereas RPing is not (at least on the bad "duh, I don't feel too bright today and probably would be better off not RPing much" days...

I think its a perfectally acceptable statement.I have heard a couple of times in the past, that people said to me they train their character to a level were they can start "rp'ing"
"I am Varion von Kalrem, I used to be a very good carpenter where I came from"
"Hmm, can you make bows?"
"No, I can only make plates"
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