Skill LP Values

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

Re: Skill LP Values

Postby Krantarin » Tue Jul 21, 2009 5:41 am

We actually only have eighteen, but they're a pain. Anyway, it was simply an example... there are many other things that we do that get almost no lp. Hunting really is the only way to become a super-character.
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Re: Skill LP Values

Postby theTrav » Tue Jul 21, 2009 6:17 am

Krantarin wrote:We actually only have eighteen, but they're a pain. Anyway, it was simply an example... there are many other things that we do that get almost no lp. Hunting really is the only way to become a super-character.

Not true, become a tea making machine and you'll get tons of LP. You just need to make sure you've got a steady stream of bear meat coming in, which unfortunately will require SOMEONE to hunt it... Apparantly beer and cheese will likely provide an alternative
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Re: Skill LP Values

Postby JTG » Tue Jul 21, 2009 6:56 am

That would be interesting. Have producable growing products offering a FEP alternative to meats ,and sausages.

That way your weakling farmers like kobnach, can get their FEP boosts, and your hunters can get it a bit easier, and in a different form.

Cheeses and beer take a while, so production based FEP is delayed, but bearmeat and such are instant but not 100% reliable as you have to find said bears.
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Re: Skill LP Values

Postby Erik_the_Blue » Tue Jul 21, 2009 7:30 am

No one seems to have suggested "tuitions" be required for unlocking skills. In example, to learn sausage making, not only would you first need to have baking, but you'd also need to produce an arbitrary number of apple pies, breads, carrot cakes, etc., after which sausage making could be purchased for the appropriate amount of LP. It wouldn't really make acquiring new skills any harder, but it would prevent someone from making tons of bread and then learning everything about something unrelated like steelmaking. This would work better as the tech tree grows, and would work especially well if skills were divided into multiple levels or ranks.
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Re: Skill LP Values

Postby kimya » Tue Jul 21, 2009 11:59 am

Erik_the_Blue wrote:No one seems to have suggested "tuitions" be required for unlocking skills. In example, to learn sausage making, not only would you first need to have baking, but you'd also need to produce an arbitrary number of apple pies, breads, carrot cakes, etc., after which sausage making could be purchased for the appropriate amount of LP. It wouldn't really make acquiring new skills any harder, but it would prevent someone from making tons of bread and then learning everything about something unrelated like steelmaking. This would work better as the tech tree grows, and would work especially well if skills were divided into multiple levels or ranks.


but compared to making sausages, baking bread is nearly as different as making steel. i mean its food, yes, but its totally different. it makes no sense to be able to make sausages if only you had made enough bread in the first place...
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Re: Skill LP Values

Postby Rift » Tue Jul 21, 2009 2:43 pm

I am unsure how one could improve the system, without fundamentally changing it, i would say it seems more "realistic" if not better, to go to a each task raises each skill by a certain amount, thus one can become a "expert" only at tasks you do a incredibly large amount.

[As for the combat skill thing, i purposely avoided talking about ranged weapons as they are atm, pretty much useless other then as a wal to exploit pathfinding... I doubt you can seriously say you think they would be useful against someone with the same amount of LP/skill/equipment as you, as a person can pathfind around trees. However, pathfinding might be fixed extremely soon, or failing that within a few weeks, then your ranged skill will be very.. very.. useless against anything you can't take with unarmed anyway [Since you will likely need high dodge to survive against anything heavy-hitting]. While you can no doubt, kill anything by abusing pathfinding, this trend could end at any moment, and it isn't exactly something to rely on in the coming weeks. The reason i was talking in the hundreds, is because you actually need that much to dodge/attack forest animals in higher level areas... Yea, you honestly do. Even deer have a high dodge skill, and its pretty hard to hit them with any regularity unless you have skills that high.
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Re: Skill LP Values

Postby Erik_the_Blue » Tue Jul 21, 2009 7:48 pm

kimya wrote:but compared to making sausages, baking bread is nearly as different as making steel. i mean its food, yes, but its totally different. it makes no sense to be able to make sausages if only you had made enough bread in the first place...

Sausage making currently requires baking in-game; that just happens to be the example I decided upon. I wasn't trying to justify the links between skills as they presently stand, and there are quite a few which are arguably not realistic.
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Re: Skill LP Values

Postby Krantarin » Wed Jul 22, 2009 12:35 am

I've been making some cheese, and the lp payoff is next to nothing. I sure hope the FEPs are worth it. Now I'm hunting hoping that I'll be able to match my steady stat growth with LP growth.
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