Skill Specialization
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- Richard Cypher
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Skill Specialization
Okay, a lot of people have been mentioning about how slow their skills increase, and how there should be just one main profession etc. I have been thinking and thinking about how to come up with a solution for this and I think I came up with a good idea. I am not sure if it can be implemented but I think it will help.
A new feature when you create a new character would be a skill specialization. You choose a main skill to specialize in. The point of this would be to focus people more, and promote less jack of all trade people, since apparently that is such a horrible thing.
Lets say someone specializes in mining. That person would have an increase in mining faster than now. Gain more experience for performing the actions. Now every other skill though would stay at the same rate of experience gain that the system has it now.
Also, so people who have trained their skills already will not bitch, they could send in PM's to one GM. That GM looks at the skill they would like to specialize in and adjust it for them, and gove them a 10% increase in their already accumulated skill points, so they are balanced out as if they worked to get that high with the skill system.
If this can be implemented I think it would be pretty cool and useful. Keep more people on one trade then split into several.
A new feature when you create a new character would be a skill specialization. You choose a main skill to specialize in. The point of this would be to focus people more, and promote less jack of all trade people, since apparently that is such a horrible thing.
Lets say someone specializes in mining. That person would have an increase in mining faster than now. Gain more experience for performing the actions. Now every other skill though would stay at the same rate of experience gain that the system has it now.
Also, so people who have trained their skills already will not bitch, they could send in PM's to one GM. That GM looks at the skill they would like to specialize in and adjust it for them, and gove them a 10% increase in their already accumulated skill points, so they are balanced out as if they worked to get that high with the skill system.
If this can be implemented I think it would be pretty cool and useful. Keep more people on one trade then split into several.
Not compatible to the core concept "learning by doing" There is no way to say that the character is from the very beginning on a specialiste in one special skill and will increase that one much faster then everything else.
The only possibility to realize something like this is to lower the skillgain of all other skills in case one skill gets over a setted "level"
The only possibility to realize something like this is to lower the skillgain of all other skills in case one skill gets over a setted "level"
- Richard Cypher
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- Estralis Seborian
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I don't think this is necessary. Jack of all trades are as old as the game itself and to be honest, having the option to learn more than one skill is one of the reasons I play this game. It is the freelancer-feeling that I like about this game, the more restrictions and limits are introduced, the less fun people have.
Don't take away the things that are unique in Illarion. There are so many games with better graphics, better gameplay and even better roleplay, but the combination of Illarion is unique and it has some things other games simply do not offer.
Don't take away the things that are unique in Illarion. There are so many games with better graphics, better gameplay and even better roleplay, but the combination of Illarion is unique and it has some things other games simply do not offer.
- Korm Kormsen
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this proposel seems to have one disadvantage.
new players will not know, which skill to elect.
i still stick to the idea of "forgetfullness".
a cap for the numbers of all skills combined.
so, once you got your numbers all in use, for learning more in one skill, you loose in another. (preferably the skill you did not use for the longest time)
so everybody has the advantage, to learn, what he wants. but if he masters in too much skills, he has to "relearn" some, to be master again in a skill neglected for too long.
new players will not know, which skill to elect.
i still stick to the idea of "forgetfullness".
a cap for the numbers of all skills combined.
so, once you got your numbers all in use, for learning more in one skill, you loose in another. (preferably the skill you did not use for the longest time)
so everybody has the advantage, to learn, what he wants. but if he masters in too much skills, he has to "relearn" some, to be master again in a skill neglected for too long.
I SERIOUSLY do not like this idea.
Jack of all trades, who spent time practicing their skills will SUFFER. There is no fun in losing skill if you ever decide you want to do somethign else.
Choosing from before will ruin roleplay. One of my characters started out as a rp character (chose bard) and ended up collecting herbs with the druids. I do not want to be penalised for having my character 'evolve' with tyme.
Jack of all trades, who spent time practicing their skills will SUFFER. There is no fun in losing skill if you ever decide you want to do somethign else.
Choosing from before will ruin roleplay. One of my characters started out as a rp character (chose bard) and ended up collecting herbs with the druids. I do not want to be penalised for having my character 'evolve' with tyme.
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- Richard Cypher
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