It will be better if our stats will better when we using them.
For example when we shoot animals, our marksmanship stat can be increase.
dafels wrote:the midges are not the problem,
you're the problem
avros008 wrote:It will be better if our stats will better when we using them.
For example when we shoot animals, our marksmanship stat can be increase.
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.
jorb wrote: bot-friendly.
shubla wrote:jorb wrote: bot-friendly.
Current system is not particularly bad for botting either.
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.
jorb wrote:Incentivizes performing the action for the purpose of levling, rather than for actual use. Ugly, and bot-friendly.
Granger wrote:jorb wrote:Incentivizes performing the action for the purpose of levling, rather than for actual use. Ugly, and bot-friendly.
You actually did that with hunting and combat abilities, forcing us to kill stuff so we get the moves needed to kill what we actually want to kill.
And currently we have something that incentivizes performing an action for the purpose of levling something completely unrelated: I find it a bit strange that you can digest through cupboards full of curiosities and then spontaneously be master of something which 10 seconds ago you havn't had the slightest clue about.
Maybe there is some middle ground where a character would absorb 'theory' (development potential) by studying curiosities and then gains useable proficiency (stats) in that area through 'practice' (while the theory is fresh in mind, with the memory of it fading if not put to use).
Pure practice would also build proficciency, but way slower (as it is hard to figure out stuff without a clue about what could be going on with it): fresh spawns would in the beginning start their path into character development, while later speed up their progress by studying curiosities related to the areas they currently practice. So both extremes will be pointless: only doing things (as the gains would be marginal) wouldn't be worth it, as would spending the whole life in the library (figuratively: only shoveling curios into the study).
Curiosities would idealy need to be made specific to certain knowledge areas for this, but my gut feeling is that this could be made to work nicely for 'normal' characters, giving them an organic feel of development - while at the same time fuck up the usual ways to create specialized (throwaway or not) alts.
jorb wrote:Ideally the game should play itself.
Granger wrote:jorb wrote:Incentivizes performing the action for the purpose of levling, rather than for actual use. Ugly, and bot-friendly.
You actually did that with hunting and combat abilities, forcing us to kill stuff so we get the moves needed to kill what we actually want to kill.
Granger wrote:(while the theory is fresh in mind, with the memory of it fading if not put to use).
Granger wrote:while at the same time fuck up the usual ways to create specialized (throwaway or not) alts.
VDZ wrote:Granger wrote:(while the theory is fresh in mind, with the memory of it fading if not put to use).
No. Fuck that 'play more or lose your progress' shit. Players should never be forced to play by the system. (Yes, this is currently already the case for taming, steel and livestock, but those feel like a chore for that very reason.) Maybe fading if you do other stuff, but don't punish players for not playing.
Granger wrote:while at the same time fuck up the usual ways to create specialized (throwaway or not) alts.
Because that worked so well for the FEP system? People will just mass produce the required items for the alt they want to create. You can't say this kind of stuff helps against alts because it just doesn't work that way.
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