skill points
Moderator: Gamemasters
skill points
I believe I have an answer for several problems; like the fact that there will be a char wipe, and the fact that peopel say its unrealistic to come to illarion and just lose any skills you'd have otherwise.
For the next client, I think that "skill points should be implemented", enough perhaps to either master maybe 2 or so skills (like a dwarf fight choose smithing and concussion weapons [or whatever axes are labeled as]), or to spread a little thinner, maybe be a mediocre lumberjack and carpenter, and know a few magic runes (rarer ones would take more points), or however the user wishes to use them. I see this as a solutuon that pretty much everyone would be happy with, and would lessen the blow of the char wipe that will be coming.
For the next client, I think that "skill points should be implemented", enough perhaps to either master maybe 2 or so skills (like a dwarf fight choose smithing and concussion weapons [or whatever axes are labeled as]), or to spread a little thinner, maybe be a mediocre lumberjack and carpenter, and know a few magic runes (rarer ones would take more points), or however the user wishes to use them. I see this as a solutuon that pretty much everyone would be happy with, and would lessen the blow of the char wipe that will be coming.
- Ezor Edwickton
- Posts: 679
- Joined: Mon Jul 28, 2003 5:23 am
- Location: Canada
- Cliu Beothach
- Posts: 1932
- Joined: Wed Dec 17, 2003 2:07 am
- Location: Leaving, in the oceans of the moon.
The main point of a charwipe is to restart the economic system, I am sure many of the systems will have changed. This means people have mastered crafts without even knowing how to gather the correct materials. I agree, this is not a good idea. A goldsmith that has never used silver, a blacksmith that has never used iron, a tailor who has never threaded a needle? I think starting with a book about your craft is a good idea, but I am skeptical of more than that. Mastery of a craft takes, or I should say should take, a few months at least for an average player.
falco has a valid point, you guys are not explaining your reasoning. On Nilo's comment, this is similar, but mastery is a heck of alot more than some starting skill. The main problem is the worthlessness of the intermediate items. The easiest to make items will usually be worthless, but all the of the intermediate should be at least somewhat useful to the average player. The best armor, which will probobly depend on your character's preference determined by att. and weapon, will be very hard to make. Now the main problem is the people with the best skills do not die off like in real life, but that is a very perplexing subject.
falco has a valid point, you guys are not explaining your reasoning. On Nilo's comment, this is similar, but mastery is a heck of alot more than some starting skill. The main problem is the worthlessness of the intermediate items. The easiest to make items will usually be worthless, but all the of the intermediate should be at least somewhat useful to the average player. The best armor, which will probobly depend on your character's preference determined by att. and weapon, will be very hard to make. Now the main problem is the people with the best skills do not die off like in real life, but that is a very perplexing subject.
Gro'bul wrote:The main point of a charwipe is to restart the economic system, I am sure many of the systems will have changed. This means people have mastered crafts without even knowing how to gather the correct materials. I agree, this is not a good idea. A goldsmith that has never used silver, a blacksmith that has never used iron, a tailor who has never threaded a needle? I think starting with a book about your craft is a good idea, but I am skeptical of more than that. Mastery of a craft takes, or I should say should take, a few months at least for an average player.
falco has a valid point, you guys are not explaining your reasoning. On Nilo's comment, this is similar, but mastery is a heck of alot more than some starting skill. The main problem is the worthlessness of the intermediate items. The easiest to make items will usually be worthless, but all the of the intermediate should be at least somewhat useful to the average player. The best armor, which will probobly depend on your character's preference determined by att. and weapon, will be very hard to make. Now the main problem is the people with the best skills do not die off like in real life, but that is a very perplexing subject.
Hmm, you at least supported yourself. Maybe it should be like this then: after selecting the skills, you will get some sort of a book or paper that will tell you how you'd do anything with that skill at that level (i.e. if you chose an intermediate carpentry level in the current client it'd say how you need ***** and ***** as well as the wood when making a fishing rod, bow, or harp. It would also tell how to make a simple item, but that would be included for someone who chose a beginning level of carpentry). This way you will know how to do that as your character should be able to coming from their backround . This way anyone moving to illarion won't just lose any skil lthey had at an old country, and conversations like "So, what did you do at your old home?" "I was a master tailor" "can you make me some armor then?" "um no for some odd reason i can only make gloves right now." will be nonexistant. If not this than some sort of way should be added, perhaps making certain chopsen skills increase faster than others would. But something at least should be added of this sort.
Being able to choose your level of skill wouldn't be useful, nearly everyone would choose the highest one. A text telling you the common materials and tools used is a good idea I think, anything more advanced will have to be found out by players, the devs tend to do that. Your attributes should fit into your desired craft. Example, a miner would need more strength than someone who picks herbs. This will better suit your character, and in the end you will most likely learn that craft noticeably faster than someone with att which doesn't make him suited for that type work, I don't have in-depth knowlage of the skill workings but just logically that would work like that. Illarion is the world, Trollsbane is just a town on an island, it is not even the mainland. Your whole idea in which you won't have to restart completely is basically purpose defeating in restarting everyone. Deleting all the characters, and you starting on the same level as a person who has played for several years is very beneficial, because basically you and them will be making the same items, the intermediate items will cost more than they will in several months when people have better skills and can make those items easier. It is accually more of an advantage the newer you are before a char wipe.
Your main argument seems to be that everyone will wish to master something. I dont think this is that bad, but if everyone seems to think this than a asolution is simple: allow only asn intermediate amount of the skill at most, but have the same amount of skill points. If you haven't noticed when you first start playing killing monsters is hard, and to get any skill in it you have to kill pigs for hours before moving to mummies or flies.
Let's looks at pros and cons for having skill points:
Pros:
-It's much easier to start off.
-Your character seems to have actually been doing something before he/she/it moved to the islands.
-You can make money earlier, instead of slowly getting stuff done to make your character playable and then figuring out a way to collect money.
"Cons":
-Not everyone will start off useless, so items might cost slightly more (though everyone should be able to afford them since they have a skil for moneymaking too))
....fill in some yourself............i'm out...
Let's looks at pros and cons for having skill points:
Pros:
-It's much easier to start off.
-Your character seems to have actually been doing something before he/she/it moved to the islands.
-You can make money earlier, instead of slowly getting stuff done to make your character playable and then figuring out a way to collect money.
"Cons":
-Not everyone will start off useless, so items might cost slightly more (though everyone should be able to afford them since they have a skil for moneymaking too))
....fill in some yourself............i'm out...
- Cliu Beothach
- Posts: 1932
- Joined: Wed Dec 17, 2003 2:07 am
- Location: Leaving, in the oceans of the moon.
Money and fighting aren't, but they help you survive the game's economy. You can still learn new skills and improve others if this wa simplemented, though I will say it should probably be less skill points than i originally put. Maybe enough to go intermediate in two things. That's reasonable enough, wouldnt you think?
Of course everyone wants to master something if they are a craftsman, thats kind of what most want to work twards. I don't see why you have to kill pigs or sheep, or why you have to kill anything for that matter. Your character is always playable, it isn't possible to have a "not playable" character, roleplay requires no skills. Some skill would not make a huge difference, as long as you start at the first level of items still. I don't think that is a problem. The main focus of the game is roleplay, the main focus of your character might be to rule a kingdom through conquering others, or become a rich merchant. Martin's computer>program example works good here. Roleplaying is the computer, skills are a program running on that computer. Play a young person with no skills, then you have a long time to learn something. Simply don't have any background having learned some skill, voila no need. I don't think old skilled people would stupid enough to move to trollsbane. A young ignorant character who wants to fight some fearsome beasts but does not know how weak he is ,and must learn how to fight, or someone who has run away from home and shipwrecked there, or you were born there by someone and when their "baby" reaches "maturity" you can play their offspring. Lots of ways to start out unskilled. Being compensated for your "work" is not, in my opinion, paramount to the games developement. How would any knowlage get there you ask? Some old smart people could have come to study the creatures, herbs, ores, gems, wood, sand, land, ect. that are on the island. Eventually there being knowlage there, but after most was found out noone like this would probobly go there anymore. A small town was formed from this and voila you have trollsbane. Now it has evolved into basically 4 towns from this one. Now after all that, you see why many of us don't care to have to start over, because its not the skill that makes the game fun for us. That was all historical fiction, or it could have possibly happend, I don't think there a specific history of how trollsbane came to be or who the first people accually were who built the shop and things.
Maybe not first level of items, they should at least be at second (not black skillcolor). Seriously though, if you want a full rp only game then why did they make skills? Why are there weapons and such? The type of game you aree talking about where people wouldnt get any skills is a text based MUD. The skills, weapons and graphics add to the level of roleplay, and make it better than "I hit you with my sword" "I dont die" "yes you do", because actual experience of your character is measured by the system, thus making it more realistic. Even the youngest character coming to trollsbane (I think 14 is the youngest setting, right?) would ahve some level of experience; in medieval times kids as young as 6 years old would be working in the fields or learning their father's profession, so they should still have some level of skill when they arrive at trollsbane. Besides, old characters are still made, correct? Maybe their home was destroyed, so they need a newer place to go. Maybe they are actually middle aged, but would stil have plenty of experience with certain crrafts, but decide they don't really like their current home, and move. There are also a lot of ways to have a middle aged or older person with some skills come into play.
- Ezor Edwickton
- Posts: 679
- Joined: Mon Jul 28, 2003 5:23 am
- Location: Canada
I don't think we should be able to chose preset skills of any sort. I think each race should start with a basic setup and your stats change as you learn new things and practice the things you've already learned. For example, studying in the library raises your intellegence, things like fighting and mining could raise your strenght. This would add much more realism to the game. Who in real life cannot "raise" their intellegence? Plus you wouldn't have to make sure you know exactly what stats an occupation may need, before you even create a character. Your character will change itself to fit the occupation you choose perfectly.