Unique skill

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

Unique skill

Postby venatorvenator » Sat Jun 20, 2015 2:19 am

Something similar was proposed before, but it's not quite what I have in mind.

Consider a character that has bought all possible skills. How about creating a further skill list, but from which the player could pick only a single one? Once he does, the others would be unavailable until his death. That skill would give a certain bonus, a crafting option, or special combat move. It could even allow poison crafting or alter the player's speed or inventory space. It would be more of a perk than a proper skill, although for simplicity it'd use the same interface.

In my opinion that would encourage specialization and variety of playstyles. Combat would be fun too, since you would never know which perk the opponent chose. Village jobs would be interesting to manage too.

Since alts are expected to be harder to come by in w8 I believe this would be a feasible feature now. FFS, characters would have meaning.
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Re: Unique skill

Postby epicless » Sat Jun 20, 2015 7:44 am

venatorvenator wrote:Something similar was proposed before, but it's not quite what I have in mind.

Consider a character that has bought all possible skills. How about creating a further skill list, but from which the player could pick only a single one? Once he does, the others would be unavailable until his death. That skill would give a certain bonus, a crafting option, or special combat move. It could even allow poison crafting or alter the player's speed or inventory space. It would be more of a perk than a proper skill, although for simplicity it'd use the same interface.

In my opinion that would encourage specialization and variety of playstyles. Combat would be fun too, since you would never know which perk the opponent chose. Village jobs would be interesting to manage too.

Since alts are expected to be harder to come by in w8 I believe this would be a feasible feature now. FFS, characters would have meaning.

Sounds interesting. They could link it to the new system of obtaining rare experiences.
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Re: Unique skill

Postby Nureth02 » Sun Jun 21, 2015 2:38 pm

Please have a skill to decrease crafting timer times.
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Re: Unique skill

Postby Axatros » Sun Jun 21, 2015 2:54 pm

+1
Pixel art is and always will be better than this plastic looking Hafen you gave us here.
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Re: Unique skill

Postby harrisondeep » Fri Jul 03, 2015 10:28 am

My suggestion is if character has bought all possible skills into him is not good and it is not possible at all definitely there is one negative skill must present.
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Re: Unique skill

Postby GenghisKhan44 » Tue Jul 14, 2015 1:47 pm

Or, take the idea a little further: classes. Every player has a set of core skills. But they can choose, at some point (not necessarily at the very start) a specialised tech tree (or two or three).

It could replace the personal beliefs.There could be a tree of techs for farmers, smiths, archers, martial artists (UA), etc - and perhaps, for hermits, they can choose a "jack of all trades" option where they get access to basic choices (such as cast iron, copper, and bronze, but not wrought iron or steel).

I do think everyone should get access to using stone tools, slings, some basic farming and cooking and building etc.
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Re: Unique skill

Postby faceinbox » Thu Jul 16, 2015 9:15 am

GenghisKhan44 wrote:Or, take the idea a little further: classes. Every player has a set of core skills. But they can choose, at some point (not necessarily at the very start) a specialised tech tree (or two or three).

It could replace the personal beliefs.There could be a tree of techs for farmers, smiths, archers, martial artists (UA), etc - and perhaps, for hermits, they can choose a "jack of all trades" option where they get access to basic choices (such as cast iron, copper, and bronze, but not wrought iron or steel).

I do think everyone should get access to using stone tools, slings, some basic farming and cooking and building etc.
I think this could've worked during w7 and earlier worlds, but in w8 or hafen it propably couldn't work, because making alts or spawning in with your friends is alot harder No hearthsecrets, only spawning in wilderness so if you'd have to just settle on being just a farmer or just a miner etc, it would be alot harder if you don't team up with your neighbours or get really lucky in finding your friends/alts.
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Re: Unique skill

Postby GustawoWegas » Thu Jul 16, 2015 1:49 pm

GenghisKhan44 wrote:Or, take the idea a little further: classes. Every player has a set of core skills. But they can choose, at some point (not necessarily at the very start) a specialised tech tree (or two or three).

It could replace the personal beliefs.There could be a tree of techs for farmers, smiths, archers, martial artists (UA), etc - and perhaps, for hermits, they can choose a "jack of all trades" option where they get access to basic choices (such as cast iron, copper, and bronze, but not wrought iron or steel).

I do think everyone should get access to using stone tools, slings, some basic farming and cooking and building etc.


This would make hermiting impossible.
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Re: Unique skill

Postby Jesus_Smith_Nandez » Thu Jul 16, 2015 5:21 pm

A perk could be the ability to move through a certain kind of terrain without any hindrance, or even being able to move through at all, making it possible to have a load of recluses living inside of swamps and jungles without trouble from the outside world, or people with knowledge of the terrain being able to flee into it during a fight, at the expense of less combat tricks.
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Re: Unique skill

Postby loftar » Thu Jul 16, 2015 8:34 pm

venatorvenator wrote:FFS, characters would have meaning.

I agree very strongly with this sentiment, but just making it so that some things are completely unavailable to a character doesn't seem like a terribly elegant (or fun) solution, I think.
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