Here's my revised opinion on it:
Now some of you are probably thinking: Is this guy completely nuts?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.
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.
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.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.