On Characters: Credos and learning system

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

Re: Character Development: Credos and change in learning system

Postby Bigfish » Sun Feb 21, 2010 1:19 pm

Potjeh wrote:No, thanks.

Then give me at least some reasons :(
Last edited by Bigfish on Sun Feb 21, 2010 2:52 pm, edited 3 times in total.
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Re: Character Development: Credos and change in learning system

Postby Potjeh » Sun Feb 21, 2010 1:21 pm

It seems to me like it's just restrictions for restrictions' sake, and doesn't have much of a practical purpose. Yeah, you said that it's to avoid overwhelming newbies, but you're the first guy I see complaining about that.
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Re: Character Development: Credos and change in learning system

Postby Chakravanti » Sun Feb 21, 2010 1:35 pm

Bigfish wrote:Sewer:

:lol:

Jackard wrote:Stop making up your own definitions. Thats not what the word fucking means.


Well you can CALL it whatever the fuck you like. Fact remains, you choose between mooner and PvP when you develop your character.
Well what is this that I can't see
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
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Re: Character Development: Credos and change in learning system

Postby Chakravanti » Sun Feb 21, 2010 1:40 pm

Bigfish wrote:
Potjeh wrote:No, thanks.

Then give me at least some reasons :(

The only places classes of any kind have to be added to the system is to create specific types of toons and restrict their development so that they may achieve one thing well while being prevented from doing another. SPecifically in combat roles.
Well what is this that I can't see
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
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Re: Character Development: Credos and change in learning system

Postby Bigfish » Sun Feb 21, 2010 2:50 pm

I ll swap it around a bit. Looks closer to the old system.

Skill tree
You start the game with following skills: Wilderness Survival, Primitive tools, Fishing, Unarmed Combat and Trespassing.

General skills:
When you have any skill

    - above level 5 you may learn Hearth magic
    - above level 15-20 you may learn Yeomanry, Carthography and Ancestral Worship.
    - above level 30 you may learn Ranging
    - above level 50-70 you are an experianced individual and may learn Lawspeaking


Skill name: [skill level](learnable skills for free or at a specific level in that interval)

Farming:
    apprentice[5-15] [5]Foraging , [7] Plant Lore, [10]Farming
    expert[15-50] Candlemaking, Animal Husbandry
    master[>50] Beermaking

Smithing:
    apprentice[5-15] Stone working, Pottery
    expert[15-50] Mining, Metal Working , Prospecting
    master[>50] Steelmaking

Carpentry:
    apprentice [5-15] Lumberjacking
    expert[15-50] Wheelmaking, Basic Mechanics, Locks and Bolts
    master[>50] Masonry

Cooking:
    apprentice [5-15] baking(only bread, apple pie and honeybun)
    expert[15-50] Bee keeping, Wine making, Sweatmeats (you can craft any bakeable good).
    master[>50] Sausage making

Sewing:
    apprentice [5-15] Cloth making, First Aid
    expert[15-50] Leather Working
    master[>50] Sericulture

Stealth:
    apprentice [5-15] pickpocketing, theft
    expert[15-50] "Hide in the shadows"
    master[>50] maybe some kind of assassination attack, Murder

Marksmanship:
    apprentice [5-15] Hunting
    expert[15-50] Archery, Stormchasing
    master[>50] Murder

Unarmed Combat:
    apprentice [5-15] Unarmed combat
    expert[15-50] Brawling
    master[>50] Soldier Training (with another name instead)

Meele:
    apprentice [5-15] Militia Training
    expert[15-50] Swordsmanship
    master[>50] Valor, Vandalism, Murder
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Re: Character Development: Credos and change in learning system

Postby Potjeh » Sun Feb 21, 2010 2:55 pm

Why? I like the current system better.

The only places classes of any kind have to be added to the system is to create specific types of toons and restrict their development so that they may achieve one thing well while being prevented from doing another. SPecifically in combat roles.

No, thanks on this as well. Why the hell must every RPG have classes? They're a lame concept. Custom builds are a lot better than hardcoded classes IMHO.
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Re: Character Development: Credos and change in learning system

Postby Bigfish » Sun Feb 21, 2010 2:59 pm

Potjeh wrote:Why? I like the current system better.

Because the XP system i described above doesnt give XP to buy those skills. You earn them when you work in that direction.
Last edited by Bigfish on Sun Feb 21, 2010 3:13 pm, edited 2 times in total.
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Re: Character Development: Credos and change in learning system

Postby Potjeh » Sun Feb 21, 2010 3:03 pm

Oh, I didn't fully read the OP. Now I see it's yet another one of those "only raise farming by doing farming" systems, and the general consensus is that we don't want those.

BTW, you do know that the whole LP thing is getting scrapped, and replaced with some kind of a quest-based system?
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Re: Character Development: Credos and change in learning system

Postby Chakravanti » Sun Feb 21, 2010 3:09 pm

Dude why do you even bother? LP is going to be scrapped anyway. Stop wasting your time.
Well what is this that I can't see
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
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Re: Character Development: Credos and change in learning system

Postby Bigfish » Sun Feb 21, 2010 3:13 pm

No, thanks on this as well. Why the hell must every RPG have classes? They're a lame concept. Custom builds are a lot better than hardcoded classes IMHO.

Maybe thats because in the real worlds thats exactly what happened. Though i dont like concept of being solely pressed in one role without any freedom instead there should be the freedom to develop the character into several professions at the same time. But on the other hand there need to be certain restrictions like its now with farming / mining and should be for archery and meele combat ( if that wasnt broken).
Last edited by Bigfish on Sun Feb 21, 2010 3:17 pm, edited 2 times in total.
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