by DarkConvict » Sun Feb 14, 2010 6:10 pm
Im not a great fan of the ideas suggusted so far, maybe i didnt understand them as they should be.
An alternative I thought of in the last 10 seconds, so no real thought at all is a change to the leveling system.
Much in the way food affects certain attributes.
They still need, 100, 200, 300 etc to level up, but instead of a 1 off purchase they can be increased gradually, progress bars for each skill.
Reason being, that how about when you perform actions the LP gained is split up, say when you chop a tree (50 LP), lp is split as follows 50% (25 LP) is put in the LP pool (which we have now) but 40% (20 LP) goes into carpentry, 10% combat (5 LP). Assuming all skills at level 1, chopping down 5 trees would have you with 125LP to spend, level 2 carpentry, and 25% of level 2 combat completed (only 75 LP needed to reach level 2).
If you were a farmer, you would be leveling your farming skill as you plant, plow and harvest, but it would also give you a generic set of LP you can spend on skills and other attributes as you wish.
Where as some actions like take branch, chip stone, lay path give 100% to generic Lp (as it is now)
If a skill is part leveled, say your at level 9 marksmenship, 50% towards level 10. When you click on the level up button it would only cost 500 generic lp.
So to address your issue it would mean if you went out killing everything, you are going to be skilling up the combat skill automatically, whilst there is a pool of LP you could spend on smithing, someone who did smithing all the time is going to have leveled it quicker. Your character would level based on their actions, it would mean you could not repeat the same action over and over and use LP to level up other skills super quick, say the PvP murder kills 100 people, gets 100k LP. He would probably only be able to invest a proportion maybe 30-40K into non combat skills.
Edit - Added some numbers