Should Characters Be Able to Be Perfect In Every Skill?

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Re: Should Characters Be Able to Be Perfect In Every Skill?

Postby sabinati » Tue Feb 16, 2010 1:22 am

Devour wrote:
200 in each skill is pretty much as much as you'd ever need. That doesn't take THAT long to do. And it's just a bit ridiculous that people can eliminate having to interact with others due to the fact they can macro their way to victory or whatever.


you can get farming as high as you want, so if i have q400 plant fibers and straw why wouldn't i want 400 in sewing? with 200 in sewing i could only make a q300 hat, assuming i had 200 dex as well. and like i said with animal domestication, if you get q200+ animals you'll want to raise survival and cooking over 200.

Devour wrote:Just tell us, sabi, why there should be no cap in game? ( Even a soft cap)
The pros:-
- People don't feel as forced to get perfect in every skill, and therefore don't have to feel like they have to be logged in all the time. This'd REALLY reduce stress on the servers.
- People have to rely on each other and interact.
- It builds up communities, allows people to still manage to survive / thrive.
The cons:-
- People can't become masters of all trades. ( To me, this is a definite pro. )
- Certain individuals feel it would reduce their effect on the game, because they can't spend inordinate amounts of time playing / macroing to get an advantage? ( Again, a pro to me. )


-there shouldn't be a cap because it's a sandbox game, and a lot of things are limited by natural resources anyway.
-anyone that feels forced to get "perfect" in every skill is an abject fucking retard. no character is perfect. no character ever will be because there's no cap
-people DO NOT have to rely on each other and interact if they don't want to, but by choosing not to do so they are limiting their potential
-there is plenty of specialization within communities, if you're not specializing you're going to be sub-par at everything like me. everyone else in my village was better than me at something. the one thing i could do better was leathercrafting and sewing.
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Re: Should Characters Be Able to Be Perfect In Every Skill?

Postby Seizure » Tue Feb 16, 2010 1:24 am

Devour wrote:Just tell us, sabi, why there should be no cap in game? ( Even a soft cap)


There is a soft cap on damn near everything... What game are you playing?
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Re: Should Characters Be Able to Be Perfect In Every Skill?

Postby Peter » Tue Feb 16, 2010 2:22 am

Well hold on; without a cap, it's whoever macros the hardest who wins.

Here's a thought experiment for you; what does leveling up give to a game?
My answers would be specialization, customization, and value- or rather, that the expense of building a character in time makes it difficult to make one that is strong and generalized; only those that are strong and specialized or weak and general. It also lets you progressively add detail to your character, earning you more and more good items to add to it. And it makes it so that loosing this character hurts, both for good and for ill.

What if there was annother way to get these effects?
There's a few ways you can do customization and specialization. Consider allowing players to select a class and start with a set of skills, possibly even tools. They can then further specialize to do some particular work Doing work does not give you LP; it just gets you food or shelter or whatever it was you where producing. You would specialize and customize by taking attributes that have as as many penalties as negatives; things like "caution", which makes you move slower, but gives you a crafting bonus, or "anger", which makes you do slightly more damage, even when sparring or otherwise not meaning to harm someone. When you have this character, it automatically gains worth, because it is you.

Another upshot of this hypothetical system is that it's impossible to macro.
On the other hand, griefers start out as powerful as anyone. Though, any legitimate player would have something that a griefer won't: allies.

Of course, this is all just me thinking aloud.
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Re: Should Characters Be Able to Be Perfect In Every Skill?

Postby Avu » Tue Feb 16, 2010 2:24 am

You seem to ignore the fact that a lot of people like gaining big numbers even if they don't mean much or anything.
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Re: Should Characters Be Able to Be Perfect In Every Skill?

Postby Peter » Tue Feb 16, 2010 2:28 am

Avu wrote:You seem to ignore the fact that a lot of people like gaining big numbers even if they don't mean much or anything.


Well, is that rewarding to you?
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Postby Jackard » Tue Feb 16, 2010 2:32 am

people, please. i believe we have overlooked the crucial issue, namely

Should Devour Be Able to Make New Threads?
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Re:

Postby Peter » Tue Feb 16, 2010 2:37 am

Jackard wrote:people, please. i believe we have overlooked the crucial issue, namely

Should Devour Be Able to Make New Threads?


Look, if anyone should be barred from posting, I'm pretty sure it's me. So I vote ambiguously "yes!"
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Postby Jackard » Tue Feb 16, 2010 2:39 am

joking aside, why does the game even need skill values? what do they accomplish that a more developed system based on attributes + beliefs + ancestor/wyrd buffs + etc couldnt do better?

think about it
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Re:

Postby theTrav » Tue Feb 16, 2010 2:57 am

Jackard wrote:joking aside, why does the game even need skill values? what do they accomplish that a more developed system based on attributes + beliefs + ancestor/wyrd buffs + etc couldnt do better?

think about it


Skill values are a cheap way of allowing players to burn LP on something other than combat. I would vastly prefer a system that gave skill values based on beliefs + ancestor beliefs & small buffs.

I'd also like to see characters grow old and die.
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Re: Re:

Postby Devour » Tue Feb 16, 2010 3:23 am

Jackard wrote:joking aside, why does the game even need skill values? what do they accomplish that a more developed system based on attributes + beliefs + ancestor/wyrd buffs + etc couldnt do better?

think about it

theTrav wrote:Skill values are a cheap way of allowing players to burn LP on something other than combat. I would vastly prefer a system that gave skill values based on beliefs + ancestor beliefs & small buffs.

I'd also like to see characters grow old and die.


See, THIS is a good point. One of the few troubles with it is the current amount of time required to change beliefs, which I suspect would change once we got into beta territory ( although, in my estimation, this game is pretty much solidly a beta, now, if a small scale one ). The complexity of the system would be astounding, too, and that's always a good thing.

I still can't wait for credos. >:
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