Skillgain / Skill Erhalt

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Skillgain / Skill Erhalt

Post by Vilarion »

Currently we are considering a change of the Skill System. This does not mean that we will start working on it in three days, just voice your opinions ;)

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The current skill gain system in Illarion is based on some simple principles:

- skill gain depends on how often you execute the associated action
- it should be impossible to be a jack of all trades while being able to reach
master level in all (many) of them
- powergaming should not lead to a distinct advantage over roleplay behaviour
- specialisation on one (or few) skills is necessary to get to master level
- reaching master level should be a goal you can't reach in a weekend

Now, the current system tries to reach this, by not preventing the
jack-of-all-trades, but rather by making it as time consuming as possible.
To reach master level in any skill, you need to perform the associated actions
hundreds of times (which is btw. the way most online rpgs handle skill gain).

This means, to make it reasonably hard for a powergamer to gain master level
in more than one skill, it also makes it incredibly hard for roleplayers to
gain master level in even one skill, without starting to powergame on their
own.
What this basically means is, that, while it's a common practice to base
skillgain only on the number of performed actions (and on lucky dice rolls)
this system punishes the intended audience (roleplayers) while not stopping
powergaming from having distinct advantages.
It limits the speed with which powergamers reach their goal, while it also
limits the speed with which a good roleplayer (who doesn't mindlessly train
the skills) reaches that goal even more.

So, how can we reach the goals defined above, without punishing roleplayers?

We basically want to remove the painful repetition of the same action, while
still keeping the time you need to increase in skills high (being a master
in some skill should still symbolise a big achievement).

Therefore the system i propose is targeted to make skillgain convenient for
the players we want (the (good) roleplayers) while discouraging powergaming.
There is, however, one thing no dynamic skill system will be able to change:
skillgain will be depending on how much time and effort you spend in the game.
A player using five hours a day for Illarion will always gain skills faster than
a more casual gamer who spends five hours a week in Illarion.

With that in mind, the skill system I propose is based mainly on online time of
the char instead of how often you perform the same action.

Basically the system works as follows:

For the time you are online you get some kind of meta-skillpoints. Everyone
gets the same number of points in the same time, no matter what he does.
Now the server keeps track of which actions you performed and how often.
It then will distribute the meta-skillpoints based on the following:

- meta skillpoints are distributed according to the actions you performed.
- skill learning depends on the abilities of the learner and how difficult the
performed action is.
- skill advancement is more difficult for higher skills

All numbers in the example are purely illustrative and not related to the
actual implementation.

Say for example, you bashed monsters for half an hour, then you talked at
the market place for 45 minutes and afterwards feeling like you should cook
something, for say 15 minutes.
So you gained meta skillpoints for 1.5 hours, say that equals 75 points.
The points will now be divided between your fighting skills (30 minutes,
50 points) and your cooking skills (15 minutes, 25 points), so you get roughly
double the amount of meta-skill points for fighting skills than for cooking
skills due to the amount of time you spent on each activity.
Now the meta skillpoints will not directly increase the skill, but they
increase the points earned towards the next skill by an amount, depending on
for example your intelligence. Say you are a slow learner, so you gain 15
points towards your cooking skill. How many points you need for a skill
increase of course depends on how high the skill is currently, so a novice
will still advance faster than an expert in this field. So a novice might
need 10 points to advance his skill, while the expert might need 500 points
to advance his skill to the next step.

So how is this different from the old approach?

In the proposed system, the only real advantage a powergamer can get is,
how much time he spends in illarion. So he won't have a real incentive to
powergame a certain skill, as it will rise as fast (or as slow) as with someone
who roleplays most of the time and crafts for his roleplaying.
The system should encourage roleplay as it won't penalize players who do
anymore.
The system also encourages a skillcap, meaning you have a number of skillpoints
for all skills combined. If you reach this cap, the only way to raise a skill
is by decreasing another less used skill.
This will prevent the jack of all trades to master skills.

To control the way your skills are raised or decreased, you will be able to
indicate which skills are important to you, so important skills might be raised
by lowering unimportant skills (though if you only have important skills, this
might mean you can't advance in skills anymore after hitting the skill cap)

Remaining Problems?

This system won't keep players away who want to maximise their skills, of
course. It is necessary to implement technical means to detect inactive chars
(that is, chars who are logged in 24/7 just to gain meta skillpoints) and keep them from
gaining skills, though this will partly be handed to the GMs to handle.

On a sidenote, to make it more of an accomplishment to gain master level skills,
there will be quests at certain npcs for each skill to improve at
certain steps (i.e. going from apprentice smith to a professional smith might
require you to collect some valued metals to craft a special item or similiar).
If you don't do the quest, you will simply stay at the specific stage and not
progress in the skill anymore.


------------------------------------------------------------------------


Das aktuelle Skillsystem ist auf einigen einfachen Eigenschaften aufgebaut:

- Skillerhalt hängt davon ab wie oft man die assoziierte Handlung ausführt
- es sollte unmöglich sein ein Alleskönner zu sein und zugleich in allen
(vielen) Fähigkeiten Meisterrang erreichen zu können
- Powergaming sollte nicht zu einem merklichen Vorteil gegenüber Rollenspiel führen
- Spezialisierung auf eine (oder wenige) Fähigkeiten ist notwendig um Meisterrang zu erreichen
- Der Meisterrang sollte nicht in einem Wochenende erreicht werden können

Das aktuelle System versucht dies nicht zu erreichen, indem Alleskönnern vorgebeugt
wird, sondern vielmehr durch hohen Zeitaufwand. Um in einer Fertigkeit
Meisterrang erreichen zu können muss man die damit verbundene Handlung
hunderte Male ausführen (dies ist nebenbei bemerkt der Weg, wie die meisten Online-RPGs das handhaben ).

Das bedeutet, um es für einen Powergamer ziemlich schwer zu machen den Meisterrang
in mehr als einer Fertigkeit zu erreichen, macht es das System einem Rollenspieler
unglaublich schwer überhaupt irgendwo dieses Niveau zu erreichen, ohne selbst

zum Powergamer zu werden.
Dies bedeutet im Grunde, dass, während es allgemein üblich ist Skillerwerb von
der Anzahl ausgeführter Handlungen abhängig zu machen (und von günstigem Würfeln)
dieses System das angestrebte Publikum (Rollenspieler) bestraft, während es
Powergamer nicht davon abhält, einen entscheidenden Vorteil zu erlangen.
Es begrenzt die Geschwindigkeit mit welcher Powergamer ihr Ziel erreichen, aber
begrenzt zugleich die Geschwindigkeit, mit welcher dies ein guter Rollenspieler tut,
um ein Vielfaches.

Wie also können wir die oben definierten Ziele erreichen ohne Rollenspieler zu bestrafen?

Wir wollen grundlegend die lästige Wiederholung der gleichen Handlung entfernen,
dabei aber den Zeitaufwand um hohe Skills zu erreichen hoch lassen (Meister zu sein
soll immer noch einen gewissen Erfolg symbolisieren).

Daher zielt das System, welches ich vorschlage, darauf ab, Skillerhalt für
die Spieler, die wir wollen (die (guten) Rollenspieler), angenehm zu gestalten
und zugleich Powergamer abzuschrecken. Eines allerdings wird auch ein noch so
dynamisches System nicht ändern: Skillerhalt wird davon abhängen wie viel Zeit
und Mühe man in das Spiel investiert. Ein Spieler, der fünf Stunden am Tag für
Illarion aufbringt wird immer schneller Skills erhalten als ein gelegentlicher
Spieler, der fünf Stunden die Woche in Illarion verbringt.

Dies vor Augen basiert das System, welches ich vorschlage, hauptsächlich auf der
Onlinezeit eines Charakters anstatt darauf wie oft man die selbe Handlung wiederholt.

Im Grunde arbeitet dieses System wie folgt:

Für die Zeit, die man online ist, erhält man eine Art Metaskillpunkte. Jeder
erhält die selbe Anzahl Punkte in der selben Zeit, ganz gleich was man macht.
Der Server verfolgt nun mit, welche Handlungen man ausführt und wie oft.
Dann wird er die Metaskillpunkte aufgrund von Folgendem verteilen:

- Metaskillpunkte werden passend zu den ausgeführten Handlungen verteilt
- Skillerhalt hängt von den Fähigkeiten des Lernenden und der Schwierigkeit
der ausgeführten Aktion ab.
- Skillerwerb wird schwerer bei höheren Skills

Alle Zahlen im folgenden Beispiel dienen lediglich der Veranschaulichung und
stehen in keiner Beziehung zur tatsächlichen Implementierung.

Nehmen wir an man schlachtet eine halbe Stunde Monster, unterhält sich dann 45 Minuten
am Marktplatz und hat anschließend das Bedürfnis etwas zu kochen für,
sagen wir, 15 Minuten.
Also erhält man Metaskillpunkte für 1,5 Stunden, sagen wir 75 Punkte.
Die Punkte werden jetzt zwischen den Kampfskills (30 Minuten, 50 Punkte)
und den Kochskills (15 Minuten, 25 Punkte) aufgeteilt, so dass man ungefähr
doppelt so viele Metaskillpunkte für Kampfskills wie für Kochskills erhält,
abhängig von der aufgewändeten Zeit pro Aktivität.
Die Metaskillpunkte erhöhen nun nicht direkt den Skill, sondern sie erhöhen
vielmehr die bisher gesammelten benötigten Punkten zum nächsten Level,
abhängig zum Beispiel von der Intelligenz. Ein langsamer Lerner könnte so
zum Beispiel 15 Punkte in Richtung nächstes Kochskill Level erhalten.
Wie viele Punkte man für das nächste Skilllevel benötigt hängt natürlich von
der aktuellen Höhe des Skills ab, so dass ein Novize immer noch schneller
Fortschritte erzielen wird als ein Experte in diesem Bereich. So wird ein Novize
vielleicht zehn Punkte für das nächste Level benötigen, der Experte aber 500 bis
zur nächsten Stufe.

Wie also unterscheidet sich dies vom bisherigen Ansatz?

In dem vorgeschlagenen System ist der einzige echte Vorteil, welchen ein
Powergamer erhalten kann, wieviel Zeit er in Illarion verbringt. Er wird also
keinen wirklichen Anreiz haben einen bestimmten Skill zu powergamen, da dieser
genauso schnell (oder langsam) steigen wird wie bei einem der die meiste Zeit seine
Rolle spielt und das Handwerk nur für sein Rollenspiel nutzt.
Das System solle Rollenspiel ermutigen, da es nicht wie bisher Rollenspiel betraft.
Das System legt außerdem eine Skillschranke nahe, was bedeutet, dass man eine Anzahl
Skillpunkte für alle Skills zusammen hat. Wenn diese Schranke erreicht wird ist der
einzige Weg einen Skill zu erhöhen der, einen anderen, weniger benutzten Skill, zu senken.
Dies wird Alleskönner daran hindern Skills zu meistern.

Um die Art und Weise regeln zu können wie Skills erhöht und erniedrigt werden wird
man in der Lage sein, aufzuzeigen welche Skills einem wichtig sind, so dass wichtige
Skills erhöht werden können indem unwichtige gesenkt werden (allerdings kann das bedeuten,
dass wenn man nur wichtige Skills hat und an der Skillschranke ist kein Skill mehr
erhöht werden kann).

Verbleibende Probleme?

Dieses System wird Spieler, die lediglich ihre Skills maximieren wollen, nicht
abhalten. Es ist notwendig, technische Möglichkeiten zu implementieren um inaktive
Charaktere zu finden (Charaktere also die 24/7 eingeloggt sind nur um Skillpunkte zu
erhalten) und diesen Skillpunkte vorzuenthalten. Allerdings kann dies zum Teil von
GMs erledigt werden.

Nebenbei bemerkt werden, um es eine größere Leistung werden zu lassen Meisterrang
zu erreichen, Quests bei bestimmten NPCs eingerichtet werden um sich an bestimmten
Stufen weiter verbessern zu können (z.B. um vom Gesellenschmied zum Meisterschmied
aufzusteigen könnte voraussetzen, einige wertvolle Metalle zu sammen um daraus einen
speziellen Gegenstand zu fertigen, o.ä.). Wenn man das Quest nicht erfüllt bleibt man
einfach auf der betreffenden Stufe stehen und kann den Skill vorerst nicht weiter erhöhen.
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Mr. Cromwell
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Post by Mr. Cromwell »

That's even better than my idea. Very very good. Yes!
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Llama
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Post by Llama »

I don't like skillcaps, never have, never will.

Instead I suggest that skills which aren't used in X online-hours decrease slowly. You don't practice, you don't remember.

The problem with this will be that if a powergamer is ready to spend 30 minutes shift clicking to gain skill, he'll be ready to spend 30 minutes wandering around the map (even walking around in circles) in order to increase the meta-skillpoints.

So how I'm understanding it, if i have a character who never skills up, and spends hours just roleplaying, the first time I pick up a tool, i'm going to gain skillgain like mad?

I'd also like to suggest that crafting would be interdependant on other crafts. For example a plate suit would require leather straps or whatnot inside it, so you look for a leatherworker... interaction should bring more roleplay.

And can we have a few initial skills please? Something like 2nd 'level' of items can be made?
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Post by Maximilian »

You already need Leather for armors

und ich mag die Idee
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Llama
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Post by Llama »

Maximilian wrote:You already need Leather for armors

und ich mag die Idee
Leather leather? or a leather good?

I'm talking about something a tailor would make.
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Mr. Cromwell
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Post by Mr. Cromwell »

So how I'm understanding it, if i have a character who never skills up, and spends hours just roleplaying, the first time I pick up a tool, i'm going to gain skillgain like mad?
I'm sure a limit for the stored metapoints is rather easy to implement. Like say, the max you can "store" is 5 hours (just a random figure) and after that 5 h you won't accumulate any more metapoints until the previous ones are "used".
Instead I suggest that skills which aren't used in X online-hours decrease slowly. You don't practice, you don't remember.

The problem with this will be that if a powergamer is ready to spend 30 minutes shift clicking to gain skill, he'll be ready to spend 30 minutes wandering around the map (even walking around in circles) in order to increase the meta-skillpoints.
For the first time maybe ever, the point isn't to "decrease powergaming" but rather to but the ROLEPLAYERS on an equal footing in terms of skillgain with the powergamers. With the current system 'ONLY' powergamers gain high skills. With the new one even roleplayers can do so.

No anymore of those retarted skill-decrease things. We already had them way back and they were taken away for a good reason (cause they are retarted).
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Post by Cecil de Yovenn »

I like it. Disregarding that it will not really stop Powergamers (which was also explained and will probably never be possible) I really like the idea because I mostly stopped working for I thought it was a waste of my lifetime to press the shift button one hundret times a day to create some one hundret items. Fictional items.

Chosing skills is very well, too. I hated shift clicking something by accident and then finding a darkblue "Cooking and Baking" or "Herblore" skill at my warrior.

I see the point with the equality of roleplayers and powergamers. For example if you go fighting, it's much easier to go alone because you will be able to just fight and not to talk so much. Talking, a real time-killer. Now it wont hurt anyone.
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Korm Kormsen
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Post by Korm Kormsen »

i think, it is a good idea.

the power gamers still keep the advantage of earning more for their invested time, but they can not become "demigods"

thank you.
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Alytys Lamar
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Post by Alytys Lamar »

This Idea looks very good and I like it.

Especially the Idea with the NPC-Quests to increase the skills for one special profession ( if its really only one ). So the player has a *aim* but can also *roleplay* his profession very well

All in all a good balanced idea between Powergamers and Roleplayers.
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Post by Sam Goldzunge »

Alytys Lamar wrote:This Idea looks very good and I like it.

Especially the Idea with the NPC-Quests to increase the skills for one special profession ( if its really only one ). So the player has a *aim* but can also *roleplay* his profession very well

All in all a good balanced idea between Powergamers and Roleplayers.
signed
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Post by Deuce »

I for one would sure like to see more npc quests ig, the one's currently ig are enjoyable to do, but they dont really have much of a reward for time spent on the quest so implementing that would be great.
everything else sounds good too.
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Post by Misjbar »

Hadrian_Abela wrote:I don't like skillcaps, never have, never will.

Instead I suggest that skills which aren't used in X online-hours decrease slowly. You don't practice, you don't remember.

The problem with this will be that if a powergamer is ready to spend 30 minutes shift clicking to gain skill, he'll be ready to spend 30 minutes wandering around the map (even walking around in circles) in order to increase the meta-skillpoints.

So how I'm understanding it, if i have a character who never skills up, and spends hours just roleplaying, the first time I pick up a tool, i'm going to gain skillgain like mad?

I'd also like to suggest that crafting would be interdependant on other crafts. For example a plate suit would require leather straps or whatnot inside it, so you look for a leatherworker... interaction should bring more roleplay.

And can we have a few initial skills please? Something like 2nd 'level' of items can be made?
Haedrian, I think the skill-cap Vilarion is proposing, is setting that cap at a certain amount of points (Like, the total cap you can ever reach, as to stop jack-of-all-trades whom are master in everything). If I read it right that is. Not a skillcap from doing too much in a short amount of time, like we have now.

But then again, maybe I misinterpreted.

EDIT

I'd LOVE this system
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Saril
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Post by Saril »

Das mit den Meisteraufgaben gefällt mir.

Für die stell char ab und lerne dabei Spieler könnte man da nicht eine Grenze einbauen die sagt man kann pro rlTag nur maximal X Metaskillpunkte erhalten. Das würde die Zeit zum leveln deutlich erhöhen und die Powergamer frustrieren.

z.B.: Metaskillpunkte max 960 (1 h = 40 Msp)
Spieler normal: 30 min Kämpfen+15 min Schmieden+2h15min RP =3h 3h = 120 Msp Kämpfen bekommt 80 Msp und Schneidern 40 MSp

Wenn nun einer die 960 Msp zugesprochen bekommt könnte ja eine Automatische Nachricht an die Gms gehen (Spieler x hat maximale Msp erhalten). Die Gms können dann die Loggdateien durchsehen und sich auflisten lassen was der Spieler die 24 h gemacht hat (Spieler x eingeloggt: 12 Uhr 1h Schmied 3h rp letzte Nachricht 19h nichts 1h rp)
So würde je einer durch das Raster fallen und die Gms brauchen nicht nach solchen Spielern Ausschau halten.

Kann man denn nicht sagen das der Server einen Char der seit einer Stunde nichts eingegeben oder ein Handwerk ausgeführt hat einfach rausgeschmissen wird? Dieses würde ja das Problem ganz elemenieren.
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pharse
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Post by pharse »

@ Adrian:

This system should promote roleplayers and nothing more. I don´t think that anti-powergamer-measures are the right way, because that was the way it has been till now and the results were several complainer threads.

There will always be powergamers who exploit the system. So better please the roleplayers instead of complicating powergaming.
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Enwell van Illdoran
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Post by Enwell van Illdoran »

I like it.

Volle zustimmung meinerseits!
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Lance Thunnigan
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Post by Lance Thunnigan »

I LOVE it.
I HATE forcing your character to age tho, leave that OUT.
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Post by Djironnyma »

jo, gute idee....
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Post by Thorwald »

Eine sehr gute Idee , die aber so fürchte ich die Spielerzahl auf der Onlineliste deutlich senken wird , nur mal so in den Raum geworfen .

Zu verhindern das es Multiberufsmeister gibt , ist es ganz einfach den Beruf den man erlenen will zu Anfang auswählen zu müßen plus eine oder zwei damit in Verbindung stehende Berufe .Beispiel dafür Hauptberuf Schmied damit in Verbindung Schmelzer und Schürfer .
Oder Schnitzer dazu gehörend Holzfäller .
Es darf aber nicht möglich sein Schmied und Schnitzer auszuwählen .


Will jetzt einer zusätzlich einen Beruf anfangen bleibt er was weiß ich bei 10 % des Gesammtskills stehen ohne weiter zu lernen .

Dazu ist es halt erforderlich das sich ein Spieler , sofern vorhanden , sein Gehirn vorher mal anstrengt um sich über seinen zukünftigen Char gedanken zu machen .
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Post by Executor »

Ingenious idea, let's do it! This will change the game a great lot. I think to the better. Still have a skillcap though, some people havent got the possibility to play 5 hours a day, but still love the game. Dont let them fall too far behind.
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Post by Taliss Kazzxs »

Alytys Lamar wrote:This Idea looks very good and I like it.

Especially the Idea with the NPC-Quests to increase the skills for one special profession ( if its really only one ). So the player has a *aim* but can also *roleplay* his profession very well

All in all a good balanced idea between Powergamers and Roleplayers.
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Cliu Beothach
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Post by Cliu Beothach »

The only 1 major concern is this:

It should be easy, simple, and fun.
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Korm Kormsen
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Post by Korm Kormsen »

thorwald,

du vergisst, dass ein neuer spieler in illarion erst nach wochen beginnt zu begreifen, was laeuft.
"frag ingame..."
da werden viele neue also aufgrund von erfahrungen in anderen spielen ihre skills aussuchen. - misserfolg vorprogrammiert.

die oben beschriebene idee ist schon gut so.

korm
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Achae Eanstray
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Post by Achae Eanstray »

I like this system a lot, I only worry that this will be a disadvantage to the more solitary "shady" chars who may not want to go to a busy town full of guards and "honest citizens" to RP (but may go to the wrong side of town if there was one :wink: ). There was a long time, that some chars thought one of mine didn't RP at all, and some of the "honest citizen chars" may still think that.

I would like, if possible to implement, the skill cap, and the PO to be able to pick certain skills to cap, but it would also be very nice if the PO could change the skills they want to cap easily. For instance, if I wanted to be a fighter, I would pick certain skills, but suppose this fighter decided at a later date to be something totally different. I could then easily access the skills and gradually decrease, say my weapon skill while trying to increase another skill taking the appropriate time. Or, if I wanted to be half-fighter and half-lumberjack, I could adjust the skills accordingly myself........ this would present more opportunities for variety in all the professions. One char could then be fair in lumberjacking and fair at woodworking........ but another char could elect to be poor at lumberjacking having to buy their wood..... but excellent in woodworking. (sorry if I misunderstood and this was already in the proposal)

The only thing I wonder about is the mage system as it is now.
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Deuce
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Post by Deuce »

Executor wrote: Still have a skillcap though, some people havent got the possibility to play 5 hours a day, but still love the game. Dont let them fall too far behind.
signed
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Richard Cypher
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Post by Richard Cypher »

Only one thing I do not like is Jack of all trades approach. Say I became a master carpenter, and there is nothing more I can do with that. Now though, I want to work at being a master tailor. If one thing is a master skill why should someone not be allowed to work at becoming a master in something else? Of course eventually, you could become a master in every single skill but that is not the point of illarion and would take such a ridiculous amount of time I do not think anyone would want to try. It is just the point.
Executor
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Post by Executor »

Well, iff intelligence desides how many things you can become a master at, I think it's fair. It makes intelligence usefull for warriors too, and I hate playing stupid warriors lol.
Thorwald
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Post by Thorwald »

Ich red ja nicht von Skills , sondern von Berufen .
Man muß sich ja jetzt auch schon aussuchen was man spielen möchte ( Magier Krieger Handwerker Barde ) warum nicht auch gleich das naheliegende nämlich das Handwerk den Beruf den man erlernen möchte .
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Nikolaus
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Post by Nikolaus »

Klingt gut!
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Post by Shi'voc »

Achae Eanstray wrote: I would like, if possible to implement, the skill cap, and the PO to be able to pick certain skills to cap, but it would also be very nice if the PO could change the skills they want to cap easily. For instance, if I wanted to be a fighter, I would pick certain skills, but suppose this fighter decided at a later date to be something totally different. I could then easily access the skills and gradually decrease, say my weapon skill while trying to increase another skill taking the appropriate time. Or, if I wanted to be half-fighter and half-lumberjack, I could adjust the skills accordingly myself........ this would present more opportunities for variety in all the professions. One char could then be fair in lumberjacking and fair at woodworking........ but another char could elect to be poor at lumberjacking having to buy their wood..... but excellent in woodworking. (sorry if I misunderstood and this was already in the proposal)
To control the way your skills are raised or decreased, you will be able to
indicate which skills are important to you, so important skills might be raised
by lowering unimportant skills (though if you only have important skills, this
might mean you can't advance in skills anymore after hitting the skill cap)
This was meant to address this, the plan was to be able to set those preferences any time (either in client or using a web interface) so you can switch the direction your skills are going at any time...
though it remains to be seen how long it will take, there is a lot of things we can adjust for balance and to control how fast skills will rise or fall etc...
Shi'voc
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Post by Shi'voc »

Richard Cypher wrote:Only one thing I do not like is Jack of all trades approach. Say I became a master carpenter, and there is nothing more I can do with that. Now though, I want to work at being a master tailor. If one thing is a master skill why should someone not be allowed to work at becoming a master in something else? Of course eventually, you could become a master in every single skill but that is not the point of illarion and would take such a ridiculous amount of time I do not think anyone would want to try. It is just the point.
One of the goals behind this change are that it won't take a ridiculous amount of time to get good in something...
and having a cap on total skills doesn't mean that you will be limited to mastering exactly one skill while having all other skills at zero or something like that...
we will propably use a lower cap initially to see how it works out, though if it's to limiting there are various possibilities we have to increase that cap (f.e. depending on how long the char exists, or just flat increase for everyone or even make the cap a soft one, that you still can advance beyond it, just at a much slower rate)
It shouldn't stop you from trying different things... it should just set a reasonable limit on how many skills you can master to encourage interaction between different chars with different skillsets.
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