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 Potjeh » Sun Feb 21, 2010 3:15 pm

It didn't happen in the real world, and even if it did what does that have to do with anything? Cancer happens in real world, should our characters randomly develop tumours and die?
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Re: Character Development: Credos and change in learning system

Postby Bigfish » Sun Feb 21, 2010 3:17 pm

Potjeh wrote:It didn't happen in the real world, and even if it did what does that have to do with anything? Cancer happens in real world, should our characters randomly develop tumours and die?


Thats good idea you may submit it here: Disease
Last edited by Bigfish on Sun Feb 21, 2010 5:16 pm, edited 1 time in total.
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Re: Character Development: Credos and change in learning system

Postby Seizure » Sun Feb 21, 2010 5:06 pm

Winterbrass wrote:
Potjeh wrote:No, thanks.
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Re: Character Development: Credos and change in learning system

Postby Bigfish » Sun Feb 21, 2010 5:38 pm

Potjeh wrote: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.

I still dont understand why you dislike learing-by-doing. In my opinion its rather curious to train your sword fighting by baking or improve sewing while building palisade walls. But maybe im mistaken and this makes sense :?
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Re: Character Development: Credos and change in learning system

Postby Potjeh » Sun Feb 21, 2010 5:42 pm

It limits your freedom (what if I want to raise a small quantity of high-quality crops?), and doesn't really accomplish anything. You don't change stuff just because (devs will always have more pressing stuff to do), every change needs to improve the game in some way. Which reminds me, the reason why people aren't buying your idea is that you're not pitching it well. Mechanics don't persuade anyone, you need to make an analysis on how they would make the game more fun and/or balanced.
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Re: Character Development: Credos and change in learning system

Postby bitza » Sun Feb 21, 2010 6:03 pm

If I wanted classes and artificial restrictions I'd go play warcraft or some other shitty game, doing something like this would make this game more like the other million knockoff RPGs out there.

might as well put in orcs and hobbits while you're at it
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Re: Character Development: Credos and change in learning system

Postby Chakravanti » Sun Feb 21, 2010 6:07 pm

Bigfish wrote:
Potjeh wrote: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.

I still dont understand why you dislike learing-by-doing. In my opinion its rather curious to train your sword fighting by baking or improve sewing while building palisade walls. But maybe im mistaken and this makes sense :?

You are, it does. To understand it you have to pull your realistic head out of your realistic ass.
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Re: Character Development: Credos and change in learning system

Postby bitza » Sun Feb 21, 2010 6:12 pm

One thing to remember when making suggestions - this is directed towards everyone who posts.

Realism does NOT trump gameplay or balance. Just because an idea is more suited towards what happens in real life, does not mean it needs to happen here.
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Re: Character Development: Credos and change in learning system

Postby Chakravanti » Sun Feb 21, 2010 7:14 pm

Please note that my class suggestions are about improving gameplay and increasing options while not restricting or removing any of the currently available ones or their utility. If you're interested you can dig them out of other more relevant threads.
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Re: Character Development: Credos and change in learning system

Postby Sever » Sun Feb 21, 2010 7:43 pm

Presumably, you get your learning points doing whatever you do well, then you spend your abstracted freetime learning something else, i.e. killing bears by day, learning agriculture by night. Also, learning-by-doing or attrition style systems set you up for vast fields of macroing robots, something which prefers to be reduced. I played a very basic and very tiny community RPG that was essentially a Zelda-style visual MUD once which had you learning by doing. I reminded me of what Chak said previously about Runescape. I saw a guy firing arrows at a hedge and came back to see him doing the same thing 5 hours later. Same went for miners, except they had to keep moving to the next tile every 5 minutes or so. Macro macro macro. Not fun not fun not fun.
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