Machenoid wrote:The problem with turning numen into the "new LP" is that it's still just a LP/XP system, you've just changed the operations.
I don't think so. I could just as easily make a macro that auto-eats food. Thing is, I need to have the food available. That means harvesting, sorting seeds, re-planting, mixing and cooking the food in the first place. Given the work involved in that, eating the food is easy enough to do myself and it's probably easier to do the cooking and farming myself than making what would become a rather involved macro.
To craft items I'd need the raw resources. That might mean mining ore, turning it into cast at a Smelter, turning the cast into wrought, then combining it with some other resource (perhaps a block of wood, which means cutting down a tree and cutting up a log). If quality matters then everything from tool selection to tree selection now comes into play. Sure, you can macro the entire lot if you want to but it's a little bit more involved than just "dig clay, make teapot, drop teapot; repeat; dump points into melee and become a great warrior".
If you see simply being able to trade for large quantities of items as a problem than the FEP system is horribly broken too. Anyone can get plenty of food together for a specific stat and simply grind that stat by omnomnoming that particular food. However I do like to think some effort and thought went into the production of that food in the first place (which is the point after all, isn't it?). Resources were organised and consumed in the production of it and somebody organised the trade and delivery of the items. A certain quality was likely sought which means high q resources were organised elsewhere for crops, ovens, fuel and so on.
Machenoid wrote:Limiting the maximum and putting a timer on it still won't solve that problem of quantity (3 hour timer? ok then i'll just setup a bot to open H&H and login every 3.02 hours and open the appropriate container that's next to the altar, make the item, sac the item, log out, and repeat this until the container is empty and bam, more numen!)
The idea behind the timer was akin to the belief sliders. You can only change those per hour of "active" play. So you can't just "login" and sacrifice an item, you'd have to be online for those 3 hours. Easily enough to do with a bot clicking you around in circles for 3 hours quite probably but then again, everything in this game can be botted if you want to take it down to that level and hey, you always run the risk of coming in and finding your character dead (unless you want to bot that too).
loftar wrote:One point I would like to re-stress is that I really would like to see that learning skill values is expressed as a psychological process in the character, and for that reason I don't really like the thought of levling them by sacrificing to the ancestors.
And how is that achieved by the proposal of "having fun" by "killing people", thus gaining "Spiritus" so you can level up a potentially unrelated skill?
If you replace the word "sacrifice" with "study", does it sound better? You can now make high Q items but instead of "sacrificing" them, you "study" them in the library (which consumes them) in order to have the "AHAH!" moment that provides a bonus skill point or three. Any item can be studied and perhaps items (much like food) might give different "skill experience points" that would level up certain skills when you've accumulated enough of them. Studying a bone might give a few points in survival, while studying a bone saw might give a few in carpentry. Studying a well-made sword might give some skill experience points in melee and smithing.
To me the key difference is the system is using a wide variety of different resources and the required thought to acquire the necessary quality required. Compared to the current LP system which consists of digging limitless clay (without thought for quality) or hunting never-ending bears. Maybe everything you do has the chance of giving "AHAH!" or "Eureka!" moments that provide "skill experience points" in the same way as eating food provides certain FEP. So you have to do or study the same thing for a while (just like you have to eat the same food) to increase that skill. And maybe like FEP, if you don't keep skills in balance, you end up making it harder to raise other skills, thus creating specialisation in characters at the higher end of the spectrum.
Suddenly macroing clay all day becomes "Oh shit, I've just naffed my carpentry skill".
loftar wrote:One thing I am concerned about is the fact that being part of an advanced village might accelerate character development too much, and I'm not sure how to stand on that issue. On the one hand, it is perfectly reasonable that one becomes smarter by being part of civilization,
Being a member of a village absolutely should accelerate character development. I can tell you, every new alt I make or n00b that joins gets a few hours with the metal plow and teapots and then has most of the skills he needs. Tea, a metal plow and the metal to repair it is something I wouldn't have as a nub out on my own in the wilderness. There's also the simple matter of knowledge. When I first started, it took me a week to grind enough looms to get lawspeaking so we could found the village. Now I can get to lawspeaking in a few hours simply because I know what I'm doing.
loftar wrote:but on the other hand, it might make it too easy to create the infamous murder alts. That problem may be solvable in numerous ways, however.
Murder alts will always exist and those that know the system will always be able to create them easily. I mean, people need to be able to level up right? If we
can level up, we
will level up.