Changes to the skill cap making it more rp/player friendly

Everything about Illarion that fits nowhere else. / Alles über Illarion was inhaltlich in kein anderes Board passt.

Moderator: Gamemasters

User avatar
Moirear Sian
Posts: 1214
Joined: Thu Jul 15, 2004 5:12 am

Post by Moirear Sian »

Thank you,

Here's my revised opinion on it:
Maximum level of MC-points: Up
Level of no more learning: Up
Increase rate per action (fighting/crafting): No change.
Decrease rate per time: Up
Frequency of decreasing: Up
Ratio of the decrease rates online/offline: No change.
Now some of you are probably thinking: Is this guy completely nuts?
Yeah, I am, but hear me out first.

Idea behind this: A powergamer who doesn't give a hoot about interaction in the game will grow bored quickly. There's only so much fun you can derive out of "maxing out" five characters a.s.a.p. Now, a RPer like me feels dogged by the current system. A full year to become master in a chosen vocation for the character (and I'm speaking of a single skill, not several ones spread out throughout all skills), is way too long imho. However, even if it so increased, why would an RPer be shooting up in skill? They won't. I know I hardly have any time when I'm actually playing, to do what would actually raise skills, but when I actually get around to it—bang. Meet the wicked cap quickly. In the 10x10 I hardly ever saw the cap, because the things you had to actually do to reach it were ungodly.
Estralis Seborian wrote:Are those the changes the ones you intend? If yes, I guess we could do this. However, I assume that the learning speed will be decreased to balance it out. Currently, one learns quite fast.
Actually, this increased speed in learning is something I like alot about how it is right now, I loathed the 10x10. I am an enemy of this "you need a year to become a master in a skill"-opinion that is so widespread here. I think it should be easy to become master in a (single) skill, but then progression beyond master should be difficult, rewarding the long-time players.
User avatar
Aragon
Posts: 2939
Joined: Fri Jun 01, 2001 6:20 am
Location: Burg der Grauen Rose

Post by Aragon »

Moirear Sian wrote: I think it should be easy to become master in a (single) skill, but then progression beyond master should be difficult, rewarding the long-time players.
I don't really understand this (maybe my english ;) ).
If I am master, I have reached skill 100. There is nothig more than 100 skillpoints.
Or do you mean, it is easy to bring e.g. carpentry to master = 100, but to bring a second skill there e.g. smithing, will be much harder than the first skill? This seemed hard to implement technically.
User avatar
Moirear Sian
Posts: 1214
Joined: Thu Jul 15, 2004 5:12 am

Post by Moirear Sian »

Sorry. No, what I meant was:
In the last client, you had "stages" beyond master.
Master < Grandmaster < Senior Master
Or something like that.

This is just semantics though, because what I'm saying virtually is that 75-80% of the full skill should be easy to attain, that above it, difficult.

Furthermore, it should be easy in this sense, if you focus on one skill, and harder, the more different skills you pick up.
Hard or not to implement is not up for discussion for me, goals have to be set.
I know I'm someone who always speaks against elitism, but there are some areas in life where it pays off.
User avatar
Pendar
Posts: 926
Joined: Tue Dec 28, 2004 3:36 am
Location: Founding member of H.A.L ~home for abused lichs~http://h.a.l.istheshit.net/

Post by Pendar »

Estralis Seborian wrote
Pardon me, but this exactly what we have now. The current numbers are in the same order of magnitude as your proposal
I have to differ on this point were as when logg out the skill cap can linger for that long it certainly doesnt usually. Also in game I dont remember a skill cap dissapearing in 40 minutes. How ever this is hard for me as when I am rping i am not clock watching for skill time again lol.
I will do my due dillegence on this matter and return armed with the facts, all I can say for the moment is that my expierence in game seems different. How ever as the "you need to rest message" does not pop up everytime you perform an action. I am often unsure as I tend to smith what I need rather than 100 sickle heads I have no use for.

So far I am happy though as this post has served its purpose I never expected the game to change to suit me, or my ideas to get implemented. How ever what it has done is revealed a potenial problem. With luck a solution will surface, or alternatively at least I can rest assured it is only a problem to me. In which case I have little to worry about.

Maximum level of MC-points: Up One would have to rest longer to get rid of the MC-points. It is possible that it takes serveral hours before the points are totally gone. On the other hand, one could learn more in a row.
I think this may encourage Rping, if it takes several hours before you could learn. What is the affect of say collection raw materials dureing that time. Are you then making the skill cap even longer by being active ?
I really dont think I a fighter or crafter should be making huge advances in 24 hours, so being able to learn "plenty" 3 times with in 24 hours. Would mean most people gained a "level" a day. Sounds great to me!
Brian
User avatar
Estralis Seborian
Posts: 12308
Joined: Wed Nov 10, 2004 9:14 pm
Location: Sir Postalot
Contact:

Post by Estralis Seborian »

Moirear Sian wrote: Maximum level of MC-points: Up
Level of no more learning: Up
Increase rate per action (fighting/crafting): No change.
Decrease rate per time: Up
Frequency of decreasing: Up
Ratio of the decrease rates online/offline: No change.
You are not nuts, I get your point and tend to agree up to a certain degree. I guess we share a common goal: No "normal" playing player should be discouraged by the system.

However, would you agree that your proposal is equivalent to this:

Maximum level of MC-points: No change
Level of no more learning: No change
Increase rate per action (fighting/crafting): Down
Decrease rate per time: No change
Frequency of decreasing: No change
Ratio of the decrease rates online/offline: No change

Edit @Pendar: How about 45 minutes ;-) [now the whole staff will kill me!]
User avatar
Pendar
Posts: 926
Joined: Tue Dec 28, 2004 3:36 am
Location: Founding member of H.A.L ~home for abused lichs~http://h.a.l.istheshit.net/

Post by Pendar »

I will plead with martin to go easy on you and use something sharp not a small spoon :)
Seriously though I will pay more attention perhaps it is just some sort of bug I have been encountering. Which could explain my "panic" over the current system.
Will get back to this when I "know" more
again my thanks
Brian
User avatar
Turonga Mudwater
Posts: 145
Joined: Thu Feb 26, 2004 11:23 pm
Location: Bloodtooth Cave

Post by Turonga Mudwater »

The Level of no more learning im not sure needs to be changed yet, because im positve no one has reached it. In my opinion you should have the "points" to be good in 5 craftsmanship/fighting skills and 6 magic skills/druidry skills.

This is using Turonga as a model. I want Turonga to be a Master Miner, Master Gemcutter, Sufficient goldsmith, Sufficient Slashing, Sufficient Parry. Her "true passion" lies in Gemcutting and Mining, while she enjoys fighting shes not astounding at it, as with goldsmithing, shes's very nimble for an orc (as in she does prescion work like gemcutting and goldsmithing) but still never truley amazing at it because shes pretty primitive. This I think makes a good standard because it allows for fighter/craftsman to exist yet not be entirely dependant on themselves sucha s a smith who also can get handles, but they can also be very good in fighting, or it allows for a hobbit or other player to be good at many craftsmanship skills like Herblore, Fishing, Farming, Lumberjacking and Carpentry.

If you ask me a bigger problem is players who are entirely self sufficent and expert in several crafts is a much bigger problem then powergaming.

This would definetly need to be worked out because 5 skills is plenty to become an independant smith, but Im not exactly sure how to divide it up, I might work something out later.
User avatar
Gro'bul
Posts: 3901
Joined: Sun Jan 26, 2003 9:22 am
Location: Farmer's Union
Contact:

Post by Gro'bul »

1 skill grandmastery limit is the only thing I somewhat strongly feel about, not sure if this how it is or not. Mining practically died in the last client because smiths could mine so well.
User avatar
Estralis Seborian
Posts: 12308
Joined: Wed Nov 10, 2004 9:14 pm
Location: Sir Postalot
Contact:

Post by Estralis Seborian »

@Turonga & Grobby: There are no such limits in Illarion.
User avatar
Moirear Sian
Posts: 1214
Joined: Thu Jul 15, 2004 5:12 am

Post by Moirear Sian »

@Estralis: They are virtually the same, but not exactly the same thing, really. I am content with the latter though, because both are tweaking in the same direction, which is agreeable with me either way. Plus, the simple change of increase-rate-per-action going down does ineffably require less work and fine-tuning than modifying the other 5 variables, and I'm a minimalist. Cheers on the boiled-down version, I think it's worth a try.
Berengar
Posts: 237
Joined: Wed Jan 29, 2003 1:14 pm

Post by Berengar »

I read that Berengar proposed to change the frequency of decrease to 1/some days. That would mean, one can raise his skills twice in a week, not more. So, logging in twice a week would be the way for maximum skill growth.
No, I actually ment
Maximum level of MC-points: Up One would have to rest longer to get rid of the MC-points. It is possible that it takes serveral hours before the points are totally gone. On the other hand, one could learn more in a row.
:wink:
Post Reply