A proposal idea which came to me recently. Its quite simple, and I think it should be very useful in marking 'activity zones' - which will make people meet (and hopefuilly roleplay) more.
The idea is simple - aside from the usual 'skilling' counter you have (which then stops you from learning anything) you have another factor which will affect the speed of your skilling up. I'm going to call it 'rest'.
Its basically a measure of how long you've been in a location marked as such - you can have locations which are more 'restful' than others. Pulling the numbers out randomy I'd say - Towns X1, Entertainment areas x 3 (taverns, temples, inns, bedrooms) - while working areas (even inside towns) would be 0. Dungeons would also be 0.
This means that if I start training up in a dungeon, I will eventually (lets say after 2 days) will skill up so slowly I will be forced to go into town for a period of time. This proposal aims to stop people who spend all day skilling - then logging out. It also aims to encourage people to meet up and populate certain areas. After a hard day's monster killing, or mining, or smithing, you should take a break and relax.
And instead of just logging out - you go to a place where is likely to be full of people - and roleplay.
Discuss.
You need to take a rest...
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- Estralis Seborian
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Yet another feature that makes the currently totally unbalanced skill system even harder to balance.
Did you read my proposal (internal board) for the skill system? I doubt it is a good approach to punish players for the way they play Illarion. And if the engine punishes me for bashing monsters or cutting trees, well, what do I do? I stand around, idle or chat. Lame.
Did you read my proposal (internal board) for the skill system? I doubt it is a good approach to punish players for the way they play Illarion. And if the engine punishes me for bashing monsters or cutting trees, well, what do I do? I stand around, idle or chat. Lame.
I've read your proposal - so while you're fixing the system - you could take it into consideration I guess 
The engine currently doesn't punish you for setting up camp in the graveyard and then coming to town with maxed out skill. The engine also doesn't do enough to ensure that people will meet in town - or anywhere at all. This is an attempt to fix that.
ADDED: And I fear, when the VBU comes with all the beautiful dungeons, sites and places to visit - it'll empty out the towns much more.
The engine currently doesn't punish you for setting up camp in the graveyard and then coming to town with maxed out skill. The engine also doesn't do enough to ensure that people will meet in town - or anywhere at all. This is an attempt to fix that.
ADDED: And I fear, when the VBU comes with all the beautiful dungeons, sites and places to visit - it'll empty out the towns much more.
Sounds great!
That way when we find a way to powergame inside the rest area's we can skill up EVER FASTER than we can now!
People partake in such antisocial skilling because the system, quite simply, demands it. I can spend 8 months skilling up a fighter to the top tier spending lots of time traveling back and forth and talking to people in town and such. Or I can spend 8 weeks powergaming my ass off and spend the next 6 months talking to people in town while already having a top tier warrior.
What you need to do is create a system that rewards people for playing the way you want. Not one that punishes for playing the way you don't. Currently, people are rewarded with nice powerful yellow skilled characters (any character Matt has ever played) for playing the way you don't want and punished by being weak and ignored (any pure RP character ever) by playing the way you do.
Your proposal: Find ways to make people idle together.
Couter proposal: Find ways to make people skill together.
That way when we find a way to powergame inside the rest area's we can skill up EVER FASTER than we can now!
People partake in such antisocial skilling because the system, quite simply, demands it. I can spend 8 months skilling up a fighter to the top tier spending lots of time traveling back and forth and talking to people in town and such. Or I can spend 8 weeks powergaming my ass off and spend the next 6 months talking to people in town while already having a top tier warrior.
What you need to do is create a system that rewards people for playing the way you want. Not one that punishes for playing the way you don't. Currently, people are rewarded with nice powerful yellow skilled characters (any character Matt has ever played) for playing the way you don't want and punished by being weak and ignored (any pure RP character ever) by playing the way you do.
Your proposal: Find ways to make people idle together.
Couter proposal: Find ways to make people skill together.
Weather/daytime/lightening dependant skill penalties?
((dark-/infra-/ether-/etc.-vision races might be introduced alike a whole load of according "spells"))
Attrib penalties originating from beeing (slightly) wounded beside having been critically hit?
Or is my approach from a "restrictive" point of view?
((dark-/infra-/ether-/etc.-vision races might be introduced alike a whole load of according "spells"))
Attrib penalties originating from beeing (slightly) wounded beside having been critically hit?
Or is my approach from a "restrictive" point of view?