Thoughts about skill Gain
Posted: Sun Aug 07, 2011 7:38 pm
I had an idea about skill gain that I think might work well for Illarion.
I would like to hear others opinions about this system, and also if anyone else has had similar ideas that I just did not see.
If the VBU already has a good solution for skilling, then I would still like to hear opinions about this in general.
The idea is that you would first take a skill and determine how many in-game hours it should take a dedicated player to max.
Then devide that number up in scaling increments so that higher skill levels take more time to learn.
Then, find out how long it takes to complete 1 action (ie each resource used in crafting, each blow hit/defended)
Then calculate how many actions could be performed in each time interval on a skill by skill basis. Then devide that number by 5.
I think it is best desribed with an example:
Lets say that we want it to take 2 hours of in game time to gain a level.
Lets also say that you could perform 720 actions in that time frame.
You would need 144 actions and 2 hours to gain a level. Time would need to start from the first action since the last level in the skill.
That would help level the playing field between powergames and RP players.
So if a blacksmith is busy making chain mail and his friend says "Could you help me hunt down this bandit?" the blacksmith would know that taking time away from "skilling" would not hurt their skill gain.
Mecanically this would be accomplished as follows. The first action you make since making a level would start a counter that would count the actions complete. At the same time it would also start an online clock that would increment as long as you are online.
When both the timer and the counter are equal or higher than the requirements for the next level, you would gain a level, the counter would reset to 0 and the timer would stop and reset.
I would like to hear others opinions about this system, and also if anyone else has had similar ideas that I just did not see.
If the VBU already has a good solution for skilling, then I would still like to hear opinions about this in general.
The idea is that you would first take a skill and determine how many in-game hours it should take a dedicated player to max.
Then devide that number up in scaling increments so that higher skill levels take more time to learn.
Then, find out how long it takes to complete 1 action (ie each resource used in crafting, each blow hit/defended)
Then calculate how many actions could be performed in each time interval on a skill by skill basis. Then devide that number by 5.
I think it is best desribed with an example:
Lets say that we want it to take 2 hours of in game time to gain a level.
Lets also say that you could perform 720 actions in that time frame.
You would need 144 actions and 2 hours to gain a level. Time would need to start from the first action since the last level in the skill.
That would help level the playing field between powergames and RP players.
So if a blacksmith is busy making chain mail and his friend says "Could you help me hunt down this bandit?" the blacksmith would know that taking time away from "skilling" would not hurt their skill gain.
Mecanically this would be accomplished as follows. The first action you make since making a level would start a counter that would count the actions complete. At the same time it would also start an online clock that would increment as long as you are online.
When both the timer and the counter are equal or higher than the requirements for the next level, you would gain a level, the counter would reset to 0 and the timer would stop and reset.