Starting Skills
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Starting Skills
I think it would be cool if you could start out with skills (not all blue) I mean, from an in-game aspect, it seems odd that everybody has absoloutly no skills when they come to gobaith. Im not saying you get to start maxed out or anything, but a few skill points as part of character creation would be nice.
And... Discuss
And... Discuss
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I truly like this idea... in the RP aspect, atleast. Starting with no skills severely limits background stories... it's a tad annoying.
My idea was... (so newbies wouldn't go on pking sprees right out of the gate):
Have your player start out with all blue skills, and after a set period of time, they get a rather large level-up. (Maybe some skills brought to light green, I'm not too sure of the value it should be) This would let the character get a feel for Illarion, RP a little, etc.
Explained by... You arrive on Gobaith, exhausted from your trip. After a short time, you feel like you are well enough rested to continue your life normally.
What skills are brought up would be dictated by whatever profession you chose... This'd probably be a problem for magic, and maybe druidism... I don't really know all the details there.
My idea was... (so newbies wouldn't go on pking sprees right out of the gate):
Have your player start out with all blue skills, and after a set period of time, they get a rather large level-up. (Maybe some skills brought to light green, I'm not too sure of the value it should be) This would let the character get a feel for Illarion, RP a little, etc.
Explained by... You arrive on Gobaith, exhausted from your trip. After a short time, you feel like you are well enough rested to continue your life normally.
What skills are brought up would be dictated by whatever profession you chose... This'd probably be a problem for magic, and maybe druidism... I don't really know all the details there.
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I completely agree with this proposal.
I believe that implementing this, combined with less variation in the effects of skill level would result in a much, much better game. And something a lot closer to what Illarion claims to be.
It is ridiculous that a character's past is completely ignored. If you want new players to stay, let them start off with some skills and actually have a character consistent with their backstory. No one plays this game because they want to powergame. People just want to get straight in there and roleplay, with a character that can actually do something and be competitive. Why not let them?
For a game that claims to be primarily focussed on true roleplaying, I find it very frustrating just how anti-RP some of Illarion's game mechanics are.
I believe that implementing this, combined with less variation in the effects of skill level would result in a much, much better game. And something a lot closer to what Illarion claims to be.
It is ridiculous that a character's past is completely ignored. If you want new players to stay, let them start off with some skills and actually have a character consistent with their backstory. No one plays this game because they want to powergame. People just want to get straight in there and roleplay, with a character that can actually do something and be competitive. Why not let them?
For a game that claims to be primarily focussed on true roleplaying, I find it very frustrating just how anti-RP some of Illarion's game mechanics are.
- Estralis Seborian
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Definitely not that far. I'm thinking 30-40% max on a skill. Maybe 50, I'm not all too familiar at where that would put a fighter/crafter.
Maybe 3 or 4 skills to 30-40%... let's see
Sword Fighter
Slashing skill- 40% (too high?)
Parry- 25%
Dodge- 25%
Tactics- 25%
(add any other skills)
Staff/Mace Fighter
Concussion skill: 40% (?)
Parry: 30%
Dodge: 20%
Tactics: 25%
(add any other skills)
Dagger Fighter
Piercing skill: 40% (?)
Parry: 20%
Dodge: 30%
Tactics: 25%
(add any other skills)
Again... I'm not too sure at where this would put a fighter, so revise the above as necessary. I know even less about crafting, so I don't think I'm the best for figuring that out.
EDIT: If it were possible to delay this skill gain to happen say... 1-2 weeks after Noobia, so we don't end up with newbie pking sprees, that'd be great. If this weren't possible to implement... Maybe have a series of newbie quests (on Gobaith, not Noobia), that would somehow get a player to get a feel of the environment, and then give these skill bonuses as a reward?... *shrugs*
Maybe 3 or 4 skills to 30-40%... let's see
Sword Fighter
Slashing skill- 40% (too high?)
Parry- 25%
Dodge- 25%
Tactics- 25%
(add any other skills)
Staff/Mace Fighter
Concussion skill: 40% (?)
Parry: 30%
Dodge: 20%
Tactics: 25%
(add any other skills)
Dagger Fighter
Piercing skill: 40% (?)
Parry: 20%
Dodge: 30%
Tactics: 25%
(add any other skills)
Again... I'm not too sure at where this would put a fighter, so revise the above as necessary. I know even less about crafting, so I don't think I'm the best for figuring that out.
EDIT: If it were possible to delay this skill gain to happen say... 1-2 weeks after Noobia, so we don't end up with newbie pking sprees, that'd be great. If this weren't possible to implement... Maybe have a series of newbie quests (on Gobaith, not Noobia), that would somehow get a player to get a feel of the environment, and then give these skill bonuses as a reward?... *shrugs*
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- Aldan Vian
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/revised! (I think. Continue with suggestions.)
Sword Fighter
Slashing skill- 25%
Parry- 15%
Dodge- 15%
Tactics- 15%
(add any other skills)
Staff/Mace Fighter
Concussion skill: 25%
Parry: 20%
Dodge: 10%
Tactics: 15%
(add any other skills)
Dagger Fighter
Piercing skill: 25%
Parry: 10%
Dodge: 20%
Tactics: 15%
(add any other skills)
Sword Fighter
Slashing skill- 25%
Parry- 15%
Dodge- 15%
Tactics- 15%
(add any other skills)
Staff/Mace Fighter
Concussion skill: 25%
Parry: 20%
Dodge: 10%
Tactics: 15%
(add any other skills)
Dagger Fighter
Piercing skill: 25%
Parry: 10%
Dodge: 20%
Tactics: 15%
(add any other skills)
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We'll try crafting... Don't know too much about it. I'm not sure what to put in as secondary skills... I don't want to put resource gatherers out of work. Anything I'm not sure of will have an asterik.
Please tell me what other skills they could use, also.
Smith
Smithing: 25%
*Mining: 15%
Finesmithing: 20%
*Crafting: 10%
Woodcrafter
Woodcrafting: 25%
*Lumberjacking: 15%
Cook
Cooking: 25%
*Herblore: 15%
*Farming: 15%'
I'll add more. Let me know what you guys think. I don't want to give anyone higher than 25% in something... Maybe give crafters more items, to make up for not having as many skills?
Please tell me what other skills they could use, also.
Smith
Smithing: 25%
*Mining: 15%
Finesmithing: 20%
*Crafting: 10%
Woodcrafter
Woodcrafting: 25%
*Lumberjacking: 15%
Cook
Cooking: 25%
*Herblore: 15%
*Farming: 15%'
I'll add more. Let me know what you guys think. I don't want to give anyone higher than 25% in something... Maybe give crafters more items, to make up for not having as many skills?
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I think 20% is pointless, if that is all that's gonna change you might as well just leave the system as it is.
Why is that a problem? They haven't just started, they have potentially been smithing for years.Hadrian_Abela wrote:Anything else is a bit too much, and 70% is right out - you'd have 'just started' smiths who could make more than half the items in game.
- Aldan Vian
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Its a problem because then we'd have all these just started playing illa people being awsome fighters/crafters and there would be no point to even having skills anymore, since you wouldn't have to work for them.Grokk wrote:I think 20% is pointless, if that is all that's gonna change you might as well just leave the system as it is.
Why is that a problem? They haven't just started, they have potentially been smithing for years.Hadrian_Abela wrote:Anything else is a bit too much, and 70% is right out - you'd have 'just started' smiths who could make more than half the items in game.
Like he said... you can't have someone start with 3 high level skills. There are two parts to the game- Roleplay, and skill. If it were just a roleplaying game, then everyone could be whatever they wanted, without having to work for it.
We can give people a small boost to add a bit of realism... but beyond that, it's not practical.
I understand that you want to roleplay, and not have to worry about skill. However, part of the game is seeing your character grow.
We can give people a small boost to add a bit of realism... but beyond that, it's not practical.
I understand that you want to roleplay, and not have to worry about skill. However, part of the game is seeing your character grow.
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Wouldn't you rather actually have people playing? And they wouldn't be awesome, just above average. Skills would still determine who can do what and how well they could do it. Crafters wouldn't be able to fight as well as a soldier, for example. Also, you would still have to work if you wanted to become the very best at something.Aldan Vian wrote:Its a problem because then we'd have all these just started playing illa people being awsome fighters/crafters and there would be no point to even having skills anymore, since you wouldn't have to work for them.
True. But why can't this be changed? Why not let anyone be whatever they want (within reason, of course)? Why should people have to spend hours upon hours grinding up their skills?Silo wrote:Right... I mean, you can't practically max out a skill. There are two parts to the game- Roleplay, and skill. If it were just a roleplaying game, then everyone could be whatever they wanted, without having to work for it.
If it were changed, the game of Illarion would change completely. Your character would have next to nothing to work for, and there would be very little variance in the skill of fighters, crafters, mages, etc.
No one wants to play a "normal" person, so they are forced to until they work hard to enough to achieve what they actually want.
If players were not forced to spend "Hours upon hours grinding their skills" (and they are not, for the record), the game would have no depth to it. You would have 45 knights in shining armor who can destroy a dragon with a single glance, 112 mages who can destroy cities when they sneeze, and 67 smiths who could mass produce swords worthy of the gods.
The best I think we can do is give players who first arrive here the chance to roleplay their backgrounds better... I do not want them to have their entire life already lived out, and Gobaith be a place for uber-warriors to congregate.
No one wants to play a "normal" person, so they are forced to until they work hard to enough to achieve what they actually want.
If players were not forced to spend "Hours upon hours grinding their skills" (and they are not, for the record), the game would have no depth to it. You would have 45 knights in shining armor who can destroy a dragon with a single glance, 112 mages who can destroy cities when they sneeze, and 67 smiths who could mass produce swords worthy of the gods.
The best I think we can do is give players who first arrive here the chance to roleplay their backgrounds better... I do not want them to have their entire life already lived out, and Gobaith be a place for uber-warriors to congregate.