On Characters: Credos and learning system

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

Re: Character Progression: Credos and change in learning system

Postby Flame » Tue Feb 23, 2010 12:41 pm

afterall i hate class too. This game is totaly free and put classes will broke the sense of the game.
Put a guide line at the start, will not.
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Re: Character Progression: Credos and change in learning system

Postby Bigfish » Tue Feb 23, 2010 12:50 pm

Flame wrote:afterall i hate class too. This game is totaly free and put classes will broke the sense of the game.
Put a guide line at the start, will not.

I didnt get your english, but i hope you mean something like that: (added to OP)
Note: There were a lot post concerned about classes ("omg lol no classes ffs"). By my definition class is something that prevents you from doing something like "casting fireballs as a warrior" or so. The credo is your set of beliefs so acting against your beliefs make it harder to do something but still leaves you with the option to do all things you want. In addition you may choose to be a lone wolf which boost experiance gain in all skills.
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Re: Character Design: Credos and change in learning system

Postby Flame » Tue Feb 23, 2010 1:51 pm

well..it was so bad? Damn, a second ago i thought that i had improved my english lately. XD Unlucky it seems not.

Anyway i told before "better don't create Class. Better leave player free to put theyr lp where theyr want."
But i disagree the boost of experience. You could choose the lonely wolf, have the boost and go forward faster than a normal other people..? Why?
If you don't choose a "credo", simply you have your 600 lp to put where you want, freely. No boost.

My idea at the end is:
A new chara have 600 lp
Choosing a credo, those lp go on specific skills and stats. Depend on wich credo you choose.
If you dont choose a credo, you have your 600 lp. Start the game, do what you want.
End.

No advantages in time or in game, only a help for noobs at begin.
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Re: Character Design: Credos and change in learning system

Postby Bigfish » Tue Feb 23, 2010 2:49 pm

Flame wrote:Anyway i told before better leave player free to put theyr lp where theyr want.

like i stated above this makes the system likely to be exploited (crafting teapots 24/7 with script)
Flame wrote:"better don't create Class. Better leave player free to put theyr lp where theyr want." But i disagree the boost of experience. You could choose the lonely wolf, have the boost and go forward faster than a normal other people..? Why?

If those lonely wolves had only 100% XP gain on everything there wouldnt be a great need to play them (perhaps you got me wrong, there wont be any "normal people" ), instead you would be forced to choose a credo ( i doesnt count lone wolf here) like you mentioned and be pushed in one direction. [I m also not sure about 140% that seem high but on the other and low compared to 300%] With this credo you would effectively be able to play alone/dont specialze in any way a still produce decent quality item.
Now choosing for example the farmer he would produce very good crops and baked goods, be good in unarmed fighting and carpentry. He gains normal Exploration, Stealth, sewing and survival XP. The only things he sucks in are smithing/meele/marksman, so he has to trade his awesome baked goods and crops for those items.
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Re: Character Design: Credos and change in learning system

Postby Killface » Tue Feb 23, 2010 8:23 pm

Bigfish wrote:The only things he sucks in are smithing/meele/marksman, so he has to trade his awesome baked goods and crops for those items.


Wut
Jackard wrote:kvc has eleven secret herbs and spices
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Re: Character Design: Credos and change in learning system

Postby Bigfish » Tue Feb 23, 2010 9:20 pm

Killface wrote:
Bigfish wrote:The only things he sucks in are smithing/meele/marksman, so he has to trade his awesome baked goods and crops for those items.


Wut

Wut
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Re: Character Design: Credos and change in learning system

Postby Pacho » Wed Feb 24, 2010 12:07 am

Placing those artificial restrictions are making this whole thread a terrible idea.
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Re: Character Design: Credos and change in learning system

Postby Jackard » Wed Feb 24, 2010 12:30 am

yeap. also because you are a smith, wearing your own works twould be an unthinkably outrageous act. nay, thou musnt e'en consider it for it wouldst surely be thy undoing
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Re: Character Design: Credos and change in learning system

Postby vikingdragons » Wed Feb 24, 2010 1:16 am

a class system, or any kind of restrictions, seems retarded! however, the ability to choose an OPTIONAL specilization from the begining seems kind cool. You get maybe 25% extra exp for the spec, and 10% less for everthig else. This way, you can quickly earn exp by doing the things you do the most, and still do the rest, but have a smaller exp reward. Example=Farmer gains 25% more experience when harvesting, baking, winemaking, and brewing but 10% less in everything else; Hunter gains 25% more experience from killing animals, using ranged weapons, skinning and butchering, and roasting meat but 10% less in everything else. And so on and so forth.
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Postby Jackard » Wed Feb 24, 2010 1:21 am

why do you feel these specializations necessitate a disadvantage of some sort, that a character must suddenly become weaker somehow in order to exercise these god-given powers
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