On Characters: Credos and learning system

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

On Characters: Credos and learning system

Postby Bigfish » Sun Feb 21, 2010 12:48 am

The first part of this text discusses Credos, the second one an alternative learning system. These do not necessary go with each other though i adapted the Credos in this way. My intention is that you can create a character with whom you can identify yourself and emphasize your conviction/beliefs ie "Credo" to others and still be able to achive most of the skills in the same time like before.

Note: There were a lot post concerned about classes ("omg lol no classes ffs"). By my definition a 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 is not specialized but gains experiance faster in all skills. Numbers below are only examples and may therefor not be balanced in anyway.

Note: I fully expect the devs to ignore this and add whatever the hell they feel like, though. It's their game, after all.


I. Credos
At the beginning of the game you can choose one credo and silders will adjust instantly to minimum credo requirments and you will automaticly join a "Guild". You will be able to change your credo by chaning sliders every x hours.
This may work good along with the another form of experiance gaining i describe below.

Belief changes
Tradition/Change is now named Persistence/Eagle eye and grants up to 30% armor for +5 Persistance/accuracy for 5+ Eagle eye. Martial/peaceful now grants up to 20% damage for +5 Martial and up to 20% less hungry for +5 peaceful. Death/life gives up to +15-25% health for either +5 Life or +5 Death, grievous damage like before. Any other belief will give normal boni.

At least the main slider (marked with X) and 2-3 others need to be in the described number interval to change to the credo in later game. Credo will not change automaticly, you have to choose it.
Every skill not mentioned gains 100% XP.

Lone wolf/Loner:
Image
"Just leave me alone !"
Credo for those who dont want to specialze or want to play alone.

boni/mauli:
    Loner gains
    + experiance up to 140% faster at all skills ie decent in all skills
    + meele/marksman/unarmed at the same skill level (you can easily change between weapons)
    + normal slider boni

    - does not excel as good as other credos in one particular skill

Farmer:
Image
The peacefull farmer gets up when the sun rises to cultivate his land. After a long day he (may get) gets drunk in the tavern and may be roped in a brawl.
    Beliefs
      Death/Life: Life 1-5
      Night/Day: Day 1-5
      Barbarism/Civilization: Civilization 1-5
      X Nature/Industry: Nature 2-5
      Martial/Peaceful: Peaceful 2-5
      Tradition/Change: no preference = np
    boni/mauli:
      Farmers gains
      + experiance up to 250% faster in farming / cooking depending on their +nature
      + stamina drain while harvesting reducd by up to 30% depending on their +nature
      + experiance up to 175% faster in carpentry depending on their +civilisation
      + experiance up to 150% faster in unarmed combat depending on +peaceful (yeah good guys need no weapons for brawls)

      - experiance up to 250% slower in smithing depending on +peacefull
      - experiance up to 250% slower in meele/markmanship depending on +peacefull

Smith/Miner:
Image
The sullen miner goes into the dark mine early in the morning and finish his day in the tavern. Heat of the forge doesnt impress the respectable smith making metal tools and weapons.
    Beliefs
      Death/Life: Life 1-5
      Night/Day: Day 1-5
      Barbarism/Civilization: Civilization 1-5
      X Nature/Industry: Industry 2-5
      Martial/Peaceful: Peaceful 1-5
      Tradition/Change: np
    boni/mauli:
      Smith/Miner gains
      + experiance up to 250% faster in smithing depending on their +industry
      + stamina drain while mining reducd by up to 30% depending on their +industry
      + experiance up to 175% faster in carpentry depending on their +civilisation
      + experiance up to 150% faster in unarmed combat depending on +peaceful (yeah good guys need no weapons for brawls)

      - experiance up to 250% slower in farming depending on +industry
      - experiance up to 250% slower in meele/markmanship depending on +industry

Hunter:
Image
Sneaking through the dark and dangerous forest of Haven and Hearth the hunter is looking for prey and trophies.

    Beliefs
      Death/Life: Death 2-5
      Night/Day: Day 1-5
      X Barbarism/Civilization: Barbarism 2-5
      Nature/Industry: np
      Martial/Peaceful: Martial 2-5
      X Tradition/Change: change 3-5
    boni/mauli:
      Hunter gains
      + experiance up to 250% faster in marksmanship depending on their +barbarism
      + stamina drain while using a bow/sling reducd by up to 30% depending on their +martial
      + experiance up to 175% faster in sewing/survival/exploration depending on their +barbarism
      + experiance up to 175% faster in exploration depending on their +day
      + experiance up to 150-250% faster in cooking
      + experiance up to 140-175% faster in carpentry (depending on +nature/industry)
      + up to 30% accuracy bonus depending on his +change

      - experiance up to 250% slower in farming/smithing

Warrior/Knight:
Image
The noble knight watches over his confide people and enforces the law with power.
    Beliefs
      Death/Life: Death 2-5
      Night/Day: np
      X Barbarism/Civilization: Barbarism 2-5
      Nature/Industry: np
      Martial/Peaceful: Martial 2-5
      X Tradition/Change: Tradition 3-5
    boni/mauli:
      the knight gains
      + experiance up to 250% faster in meele/unarmed combat depending on their +barbarism
      + stamina drain while using a meele weapons reducd by up to 30% depending on their +martial
      + experiance up to 175% faster in exploration depending on their +day
      + experiance up to 175% faster in survival depending on their +barbarism
      + up to 30% armor bonus depending on his +tradition
      + experiance up to 140-175% faster in carpentry (depending on +nature/industry)

      - experiance up to 140-175% slower in farming in general
      - experiance up to 250% slower markmanship depending on +barbarism

Thief:
Image
The cunning murky thief is waiting for night to rob the richs treasure and poors last pant.
    Beliefs
      Death/Life: np
      X Night/Day: Night 1-5
      Barbarism/Civilization: Civilisation 2-5
      Nature/Industry: np
      Martial/Peaceful: Martial 2-5
      Tradition/Change: np
    boni/mauli:
      the thief
      + gains experiance up to 250% faster in exploration/stealth depending on +night
      + gains experiance up to 175% faster in unarmed/meele
      + gains ability "Hide in the shadows" (you are invisible when not in direct line of sight) but are unable to move (detected by exploration)
      + can pickpocket (needs the victim to stand still 5-10 seconds and steals a random item from inventory, does not leave scent)
      + can open chest/door locks (maybe palisade gates)

      - can not vandalize/but may have some kind of grappling hook to climb over walls
      - gains experiance up to 250% slower farming/smithing

and lot more credos that dont come to my mind now. Also some credos may be unbalanced but these are my first thoughts so far.



II. Change in learning system

While you a working you now gain experiance . :) Experiance is displayed in bars (similar to FEP bar) below the skill values it belongs to and if the bar is full you gain one skill point for this skill.
Image
An alternative solution would be to deduct 10-whatever% to free distribution so you can excel at skills your credo normaly would not. (i dont like that). The formula for the increased cost of skill value may stay like it is now. Added: [ Unarmed/meele/marksmanship are raised equally (means they get the same amount of XP) when you kill an animal though they are effected by credos.
For example a farmer would get 500XP for a level 4 fox and raises his unarmed by 1250 and 200 in meele/marksman. So at least these are not completly worthless.]
Following skills are raised by actions (some actions may increase several skills).

Unarmed/meele/marksmanship:

    - killing animals
    - killing more animals

Exploration:
    - creating maps
    - explore the world (may give experiance when you walk into the second next local map or something like that)

Stealth:
    - commiting criminal acts
    - pickpocketing
    (need some more ideas)

Sewing:
    - skin animals
    - sewing items

Smithing:
    - smithing obv
    - mining

Carpentry:

    -building/creating things out of wood
    -picking branches till level x (where you get lumberjacking than cutting trees)
    - ...

Cooking:
    - picking apples/mulberrys till level 5
    - baking
    (- potions/herbs)

Farming:
    - harvesting /planting crops
    - planting trees

Survival:
    - pick herbs
    - make fires
    -skinning/killing animals
    (- potions/herbs)

Ranks and professions

Depending on your skill level you can learn different ranks of profession namely (three for now) apprentice, expert, master :
chef(cooking), smith, thief(stealth), hunter(markmanship),sewer(sewing), construction worker(carpentry), farmer(farming) and Recruit/Soldier/Officer(meele).
[Maybe you could pick one title which is displayed ahead of your player name, newcomers may pick "Novice" till they have another title]

Skill tree
Skills like Lumberjacking, Mining or Lawspeaking can be learned for free after reaching a specific level in skills. For example you need 5 in carpentry to learn lumberjacking.
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 and Swimming
    - 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

Death
If someone dies, he revived with 50% of his attributes and 10-50% (or whatever) of his skill values.

Some reference to older threads with similar ideas:

cliffnotes:
    - credos give boni/mali
    - with "Loner" credo you can learn all abilities faster than normal
    - skill values are increased by working

€1: added hermit
€2: changed numbers a bit
€3: Restriction part changed
€4: Restriction now named Skill tree like before :?
€5: changed title from Character Development to On Characters
€6: added picture of new stats/list of links to similar topics
€7: changed hermit to loner, changed devaluing comment on him
€8: deleted armor restrictions i wasnt sure about
Last edited by Bigfish on Sat Feb 27, 2010 9:28 pm, edited 46 times in total.
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Re: Character Development: Credos and change in learning system

Postby Jackard » Sun Feb 21, 2010 1:07 am

goddamnit i thought this was announcements forum when i clicked it
“A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”
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Re: Character Development: Credos and change in learning system

Postby Bigfish » Sun Feb 21, 2010 1:09 am

Jackard wrote:goddamnit i thought this was announcements forum when i clicked it

:D
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Re: Character Development: Credos and change in learning system

Postby Jackard » Sun Feb 21, 2010 1:12 am

i dont like the idea of classes at all and this is pretty much exactly that with a shiny new name so ill refrain from commenting further
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Re: Character Development: Credos and change in learning system

Postby Chakravanti » Sun Feb 21, 2010 2:11 am

I gotta give you shit Jackard. Classes already exist by the fact that it's just practical to develop combat (beyond hunting) and crafting on separate characters.
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 Jackard » Sun Feb 21, 2010 2:13 am

Nope. Classes place predetermined restrictions on players for starters. And the ones above not only pidgeonhole you into a single playstyle but also make poor attempts at balancing through the thoughtless bonuses/penalties
Last edited by Jackard on Sun Feb 21, 2010 2:20 am, edited 3 times in total.
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Re: Character Development: Credos and change in learning system

Postby Bigfish » Sun Feb 21, 2010 2:18 am

In nearly any town (but maybe i am mistaken and it was only mine) the jobs were split up to different persons to increase efficiency. Namely farmers and miners (and to a certain level also hunters besides everyone was hunting anyway).
This was probably a reason everyone had an alt.

€: I added hermit credo for you Jackard.
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Re: Character Development: Credos and change in learning system

Postby Chakravanti » Sun Feb 21, 2010 3:15 am

Jackard wrote:Nope. Classes place predetermined restrictions on players for starters. And the ones above not only pidgeonhole you into a single playstyle but also make poor attempts at balancing through the thoughtless bonuses/penalties

Oh don't get me wrong, this idea sucks ass. My point is simply that there already are predefined structures within the the nature of the game's mechanics based on the most efficient route of development and division of duties within any community. Only a soloist would need to maintain relatively balanced character development and I might add...will suffer development rates as a result.
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 Winterbrass » Sun Feb 21, 2010 3:37 am

Classes don't exist because I don't have a restricted list of skills that I can and cannot purchase, as per Jackard.

Also, what the fuck is this. Read the OP, and the only coherent, non-violent thought that I had was 'DO NOT WANT'.
jorb wrote:Haven aims to be hardcore.
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Re: Character Development: Credos and change in learning system

Postby Jackard » Sun Feb 21, 2010 3:42 am

I'll be more blunt. There are no classes in the game right now. Understood?
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