Duderock wrote:ChainedDjinn wrote:Their is another level of modification, one that I believe would benefit more through a bit of innovation.......................
Sorry, did you describe 3 different ideas or are they elements of one bigger one?
Because from reading your posts I've managed to pick out 3 different systems.
1. A system where LP is given from studying anything, but its split into tiers
2. A system where you buy counters that boost your LP gain rate
3. A system where LP is given for every failed attempt at a task (I like this idea)
Then you started mentioning a seemingly unrelated idea regarding happiness?
Right for the most part, except the tiers aren't for the LP. The tiers basically apply to how proficient you are or how much you understand that particular object. This makes it so each character is a little more unique as one person might study rocks more then sticks, thus know a little more about them and how they can be used best.
(Edit; These are all small gears to a much bigger behemoth of a system shift)
The rest is pretty much spot on except your underestimating the happiness aspect, it's far from unrelated. To break it down, happiness would not only boost or hinder your Learning ability(Much like the peace slider) it would also be a factor in the success in the creation of item and their Q. Think about it, if you were actually upset, would you really bother with looking at a dumb branch? Or would you really be able to concentrate on a task? If you can then, wow... good on ya. Sadly most people don't do so well under stress, though in some cases this is actually reversed.
In the sense of a crafter, stress can hinder their production. In the case of a trainee, stress 'can' make them tougher and quicker to act.(Kinda like military training) In this kind of setting, their is no bad status, only things that are bad for specific types of players at certain times. What one considers a hindrance another considers a boon.
TechXKnight wrote:RNG is an acronym for Random Number Generator.
Ah, thank you for clearing that up.
TechXKnight wrote:You must be from the bay12 forums. No one else calls failure fun but dorf forters.
Ok, though I have and still do play DF I was hardly ever on the bay12 forums. People... weren't very nice over there.(¬_¬) I'd rather not talk about that.
That aside I believe the logic behind it is that it might possibly be a acronym. Freaking Unbelievable Nuisance/Nihilism.
At least, that's my take on it when things go completely fubar. - - - - - - - - - - - -(^Another F word comes to mind.)
TeckXKnight wrote:Okay, a system that doesn't penalize you and instead rewards you for your failures sounds cool. The issue then is balancing resource value versus skill value. In the way Haven works, this would encourage players to burn through tons of low quality materials before ever attempting to craft with their high quality materials. Mind you this happens in the current system as well, as people stockpile high quality materials early on until they have the skill to work with them, and I find this silly. It'd be nice if there was some kind of success multiplier linked in to quality -- like it's easier to work with better materials. Then again, you can always say fuck that and encourage the use of q10 materials. I don't know which would make for a better system.
Well lets expand upon this, if they are going to burn through lower Q items... maybe lower Q items give less LP/Innovation for those items? That would make it more compelling for people to use higher Q things for a bigger boost. Also, instead of the items being destroyed outright, I have another solution. A three phase process that consists of either a successful study, a brash study or a failed study.
A successful study, the item is returned to your inventory to either be used to study again or used for another propose.
A brash study, the item loses some of it's Q with the heavy handed treatment it endured from your curiosity.
A failed Study, the item is reduced to a 'Scrap' item which can serve an alternate propose then it's original. (Scrap wood? Burn it. Scrap metal? Reforge and pray.)
(Failure would severely reduce Q far more then Brash [^Would get a lot of wall grade iron with this one!^ XP])
I also though that instead of over complicating the system by making tiers for every item, using the items base properties would probably be best. Like instead of gaining a rank on stone axe itself, studying it would raise both stick and stone to a lesser degree. This would allow the devs to concentrate more on what the items composed of then making individual listings. I would hate adding that much work for them.
TechXKnight wrote:I am not so sure that automation of character actions is a good idea and something that should be tied in to anything. It's definitely an idea unto itself but it would warrant a lot more exploration to determine if it was even viable, let alone if it would be good for the game. When I say a lot more exploration, I mean tons. Someone correct me if I'm wrong but I don't think it's something anyone has ever touched upon given the RPG nature of Haven.
Well, correct me if I'm wrong, but hasn't jorb stated repeatedly things about character progression and development? I'm just taking his view and skewing it a little, instead of players directly being the sole driving force behind the character, why can't they be more like a guide? Granted the direction I'm thinking is more "Megaman.exe"[Rockman.exe] in thinking, but handling even base emotions of want and need would be interesting to say the least.
I would find it hilarious that someone would be yelling at their character to do something and said toon absconding the mouse. Technically, the only way this would really happen is if the person in question lets their character become very very VERY unhappy and then keeps telling them to do it anyway, ignoring their distress.
Which also calls in a new take on the sliders, instead of messing with stats as much fun as it is, is seems... lacking? Personnel beliefs should be more about what makes the character happy or upset in my opinion.
Like what if killing animals doesn't make me happy? What if gardening does? What if the guy a claim over gets pissed off another cow was born? What if my buddy down the river really likes crypts with skeletons?
These are what the sliders should be for, that way instead of relying on a couple sliders (Peace and change) for the altercation of LA, we instead have the sliders represent that character in who they are and what they like to do while rewarding people for taking the time to customize them. Not everyone should be the same, nor should they be culled into becoming such. In this method, you'd have the farmer happy to see new life and the one pissed theirs another animal in the pen. This would be able to branch to other aspects as well, with the right touch.
CRAP! Got off topic again, SORRY! >_<
TechXKnight wrote:It'd be strange if after hours of grinding the same action over and over again, your character flipped their shit and developed temporary bulimia, randomly refusing to eat food, automatically gorging on everything edible in their inventory, and vomiting sprees which hurt their health and hunger simultaneously.
I don't think you understand just how much I laughed at that part there. I literally spent at least 10 minutes picturing this in my head and... their I went again. XD
Yes, I can imagine people heck 'I' would be distressed at the sad state of my character, but then I asked for it by ignoring what they wanted didn't I? IMHO it would give the character more personality, make them more then just the pixels on the screen.
Now I'm not saying for them to freakout completely to the point of becoming utterly uncontrollable, more like their mad at you an want reconciliation? Maybe clicking on the characters portrait a few times would calm them down. Other happiness boosters, like tea and hemp buds would make a good counter balance? It would depend on what makes 'YOUR' character happy and simply letting them have what they want... (Or drugging them the hell up till they don't give a flying fizzlesnik about anything.)
I have tried taking up being a writer, lemme tell you it is not easy. Especially when your characters argue with you about almost every little thing.
(I dunno, maybe I'm just crazy. But then, you show me someone who's actually completely sane and I'll check MYSELF in at the funny farm.)
As you can see, the most difficult part of making a topic for this discussion is the fact of how broad it is and how much it changes things. I also had an altercation to the attribute system a little bit as well as another attribute in general, but I won't get into that atm, at least preferably not here. I also had ideas to help with Q control for the environment that would improve the overall expression of the game, I think I'll be making that topic soon... I just don't wanna jump track in the middle like usual.
[PISSST How about instead of blubbering like a MORON you talk about something relevant to THIS topic, sound good?]
In any sense, I think that should cover... most of my thoughts on it? If anyone has anymore questions or ideas please don't hesitate as I did, holding onto things for a prolonged period just makes them harder to get off your back. [Dude. Topic. Change it.] Maybe we can smooth out our ideas while adding a few creases to our own think pans. ^;^ I don't think it would hurt to try to say the least.
Till next time.
P.s;One thing I'm happy about, I FIGURED OUT HOW TO QUOTE PEOPLE! Yay! XD
I was having a bit of difficulty with it but I think I've got it down. Hurrah's for learning new things! ^_^