Skill values

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Skill values

Postby Dudaz » Mon Oct 19, 2009 9:43 am

Make doing things with the particular skill give lp towards that skill.

example:

of it costs you 500 to get a skill gain in marksmanship and you shoot something and you gain lp based off the target like 100. Your next skill up will cost 400.
Dudaz
 
Posts: 11
Joined: Fri Oct 16, 2009 5:24 am

Re: Skill values

Postby Lightning2 » Mon Oct 19, 2009 12:24 pm

Dudaz wrote:Make doing things with the particular skill give lp towards that skill.

example:

of it costs you 500 to get a skill gain in marksmanship and you shoot something and you gain lp based off the target like 100. Your next skill up will cost 400.


No I don't want this to turn into runescape.
User avatar
Lightning2
 
Posts: 662
Joined: Mon Aug 10, 2009 12:26 pm
Location: Sodom

Re: Skill values

Postby Gauteamus » Mon Oct 19, 2009 6:19 pm

Lightning2 wrote:No.


I never played Runescape, could you enlighten me as to why multiple, more or less independent LP scales is a poor mechanic? I think it is rather silly that you can get really good at sewing by killing alot of bears. On the other hand, experiences from bad gameplay in other games like RS, can be valuable. The obvious solution at hand, would be to have one LP scale for each skill, much as the OP suggested, but maybe there are more exciting options, like synergy effects between related skills, or between skills and related Attributes. I am sure J&L will come up with a great model, but why not try to help them more contructively than by saying no?
Image<<Bottleneck>>
What if Rosa Parks had a car?
User avatar
Gauteamus
 
Posts: 858
Joined: Fri May 29, 2009 7:16 pm

Re: Skill values

Postby theTrav » Tue Oct 20, 2009 3:15 am

main problem with using a skill increasing it is that it encourages players to spend a lot of time repeating the exact same action, not because they desire the output, but because they want to train their skill up.

This typically results in a lot of burn-out.
User avatar
theTrav
 
Posts: 3464
Joined: Fri May 29, 2009 11:25 pm

Re: Skill values

Postby Caradon » Tue Oct 20, 2009 3:42 am

Agriculture, Hunting, Tradeskill.

These should be the only three independant skill pools. Each action would earn a single LP into all, plus experience towards the focus skill pool.

Certain actions may earn LP into more than one pool.

Like it or not, This is definitely needed. We can't have people getting uber high construction or farming skills from swinging bears around. And we can't have people getting insanely powerful from simply tending fields.


HOWEVER, If this must be implemented, LP requirements for skills and upgrades ought to be reduced.

Also, Depending on your actions, Attribute gains should occur, rarely, but they should occur, appropriate to the actions you take. Also, Attributes should affect the quality of your objects aswell, not just the skill level.

A person with high perception, dexterity, and Intellect, Will naturally have higher quality fields, someone with high strength and constitution will naturally plow fields far faster, and have less damage to their stamina. Without effects like these from attributes, attributes are a fricken joke.
Trolls- Dont argue with it, Don't reason with it, Just DOMINATE! Southpark S10-E5
User avatar
Caradon
 
Posts: 347
Joined: Tue Jul 28, 2009 6:10 pm

Re: Skill values

Postby theTrav » Tue Oct 20, 2009 4:04 am

Caradon wrote:Like it or not, This is definitely needed.

Like it or not, this is definitely not needed.

Caradon wrote:We can't have people getting uber high construction or farming skills from swinging bears around. And we can't have people getting insanely powerful from simply tending fields.

We can't have people having to do nothing but construct for their entire lives to have high construction skills, and we can't restrict hunting to just the people who fight bears from diapers to death.


Caradon wrote:A person with high perception, dexterity, and Intellect, Will naturally have higher quality fields, someone with high strength and constitution will naturally plow fields far faster, and have less damage to their stamina. Without effects like these from attributes, attributes are a fricken joke.

It would be nice if attributes helped the action of farming similar to how Str helps the action of hunting/killing things


I still don't like the idea of arbitrarily deciding "these activities belong to this group/proffession/class and these don't". Secondly I think you should be careful that you don't come across as a bit of an arrogant dick head saying things like "I don't care if you don't like it, this MUST be done" it's not your game any more than it's mine, we make suggestions and the dev's make decisions.
User avatar
theTrav
 
Posts: 3464
Joined: Fri May 29, 2009 11:25 pm

Re: Skill values

Postby Caradon » Tue Oct 20, 2009 4:42 am

theTrav wrote:
Caradon wrote:Like it or not, This is definitely needed.

Like it or not, this is definitely not needed.

Yes, It is. I took the time to explain why, You take the time to explain your point, Or take that zucchini and shove it right up your.. Yea. The place you talk out of thetramp

Caradon wrote:We can't have people getting uber high construction or farming skills from swinging bears around. And we can't have people getting insanely powerful from simply tending fields.

We can't have people having to do nothing but construct for their entire lives to have high construction skills, and we can't restrict hunting to just the people who fight bears from diapers to death.

Yes we can, it's called trade skills. OH LAWDY!

Caradon wrote:A person with high perception, dexterity, and Intellect, Will naturally have higher quality fields, someone with high strength and constitution will naturally plow fields far faster, and have less damage to their stamina. Without effects like these from attributes, attributes are a fricken joke.

It would be nice if attributes helped the action of farming similar to how Str helps the action of hunting/killing things

I still don't like the idea of arbitrarily deciding "these activities belong to this group/proffession/class and these don't". Secondly I think you should be careful that you don't come across as a bit of an arrogant dick head saying things like "I don't care if you don't like it, this MUST be done" it's not your game any more than it's mine, we make suggestions and the dev's make decisions.



I'm glad you agreed to a fair point, a shame you don't have the sense to agree with the others or make sound arguments.

As for the devs designing the game their own way, well, To be blunt - Never in the earths history of entertainment, have games purely designed by their owners ever succeeded or done well - Know this, They may claim to wish to design a game their own way, but this is all about legality, they read our suggestions, and discuss which may be best.

They take our ideas, Our suggestions and add them spontaneously. That can be clearly seen by the jigsaw updates.
Trolls- Dont argue with it, Don't reason with it, Just DOMINATE! Southpark S10-E5
User avatar
Caradon
 
Posts: 347
Joined: Tue Jul 28, 2009 6:10 pm

Re: Skill values

Postby sabinati » Tue Oct 20, 2009 4:49 am

maybe there could be, as you suggested, several different "LP pools", where doing things like farming or combat give most of the LP into their respective pool, however there needs to be a "generic LP" pool as well for things like getting bark and branches (that only give LP to 1000), otherwise how would a new player even get in to the combat pool?
User avatar
sabinati
 
Posts: 15513
Joined: Mon Jul 13, 2009 4:25 am
Location: View active topics

Re: Skill values

Postby theTrav » Tue Oct 20, 2009 4:50 am

Caradon wrote:I'm glad you agreed to a fair point, a shame you don't have the sense to agree with the others or make sound arguments.

Again with the arrogance. Don't assume I'm senseless before considering that you're missing something.


Caradon wrote:They may claim to wish to design a game their own way, but this is all about legality, they read our suggestions, and discuss which may be best.
They take our ideas, Our suggestions and add them spontaneously. That can be clearly seen by the jigsaw updates.

jigsaw?

Dude, you're tripping. I never intended to imply that they are developing in a vacuum and don't listen to us, I was focusing on the wording you used to imply that your idea was THE DECISION.
To my knowledge the dev's haven't said anything to support that conclusion so I made the assumption that you were assuming they are going to do things your way because it's THE ONLY WAY and because you said so.

That assumption may have been incorrect, if it is please say so. If it's not, I repeat, please consider that you're acting like an arrogant dick head and you don't get to decide what goes into the game any more than I do. Probably less if you don't mod your own client.
User avatar
theTrav
 
Posts: 3464
Joined: Fri May 29, 2009 11:25 pm

Re: Skill values

Postby theTrav » Tue Oct 20, 2009 4:54 am

sabinati wrote:otherwise how would a new player even get in to the combat pool?

well, if they fixed the combat system it's not unfeasible that new players could run around wholloping rabbits chickens toads and rats for a long time (doesn't sound fun to me though) or maybe they could get into hunting parties to take down lvl 1 boars. That's assuming it's not an all or nothing game like the current system.
User avatar
theTrav
 
Posts: 3464
Joined: Fri May 29, 2009 11:25 pm

Next

Return to Critique & Ideas

Who is online

Users browsing this forum: Bytespider [Bot], ChatGPT [Bot], Claude [Bot] and 4 guests