LadyV wrote:No Kaios I saw your links to previous suggestions. Ive even went back to review in case I did miss something. The majority of your talk was with Tonky about Salem and its differences. The points I made and refer to are still there.
When i see things such as Allied bonuses, chats for factions, limiting stat advantages.... Its exactly what I stated.
As for the links you listed I saw no need to reply to as they were either my suggestion or I would have already replied at their listings. I stand by what I said.
Perhaps you still aren't understanding the total scope that this discussion allows for? Please keep in mind this doesn't exactly address the grind issues being spoken about but I have created an example of something or something similar I'd like to see implemented in to this game:
I propose the following specialized professions and milestone skills system. There will be two types of learning points which can be gained: Combat Ability Points and Crafting Ability Points. As their names suggest, each type of point only allows you to either raise a combat skill or a crafting skill. This system would make use of both the curiosity form of learning point acquisition and through use of diminishing returns also utilizes methods from the old system as well.
Combat ability points would be gained through study of the curiosities (introspection perhaps? Lol) whereas Crafting ability points would be gained through creation/construction of objects, buildings and materials. I like Dondy’s suggestion regarding the diminishing returns on brick making for example which is what I also had in mind for the crafting aspect of this system to hopefully make it less botter-friendly.
Dondy wrote:Something like the first brick you make gets you 10 lp, the next brick 9 lp, the next brick 8 lp... if you do one activity other than brick making it stops the lp drop so the next brick you make is at 8 lp again. If you do three different activities the next brick goes up to 9 lp but to get back to 10 lp for the brick you have to do nine different actions... This would be highly inefficient. But it would also mean dashing off from brick making to catch and process a random rabbit would be very worth your while.
I am not sure about including the part where doing something different returns that previous action to a higher LP gain rather than just setting it on a timer but I thought that was an interesting concept as well.
Just to clarify, this system likely would have a set of rudimentary beginner and more advanced skills available to each player regardless of where they have decided to advance which allows them to partake in various basic tasks and begin the system of progression in an area or areas of their choosing which as you go unlocks further abilities allowing you to take part in more tasks as you advance. Combat skills differ in that raising them higher would unlock those skills which unlock the certain moves/maneuvers. Obviously the point is to include as many goals as possible for a player to reach so of course in this respect there would be skill value requirements before unlocking certain aspects of the game.
I’ve quickly created tree diagram as an example of how skill progression could work:

Obviously this diagram is incomplete. Reaching these values shown in the diagram simply makes that skill available to be bought/learned, it does not automatically mean reaching that value suddenly unlocks an area of your brain that pours out this new knowledge.