Concept: Credos

General discussion and socializing.
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Errol
Posts: 124
Joined: Fri May 29, 2009 8:06 pm

Re: Concept: Credos

Post by Errol »

1st: I love yer art style, jorb.

2nd: Surely more credos will come. Smith? Wanderer? Scholar? (I really really hope for Scholars being implemented. Would probably require a high civilized slider/high int.)

You never cease to amaze me.
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eql
Posts: 298
Joined: Sat Jun 06, 2009 3:39 am

Re: Concept: Credos

Post by eql »

if the skill system is revamped and the LP system is abolished, it would definitely be time for a full RESET of characters.
if you look in your skill window there is no indication of what your character is actually for, he has bee keeping but then steel working etc etc.

its been bugging me for so long just seeing all thjose skills i got that make the character seem so overly diverse.
ArPharazon
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Joined: Thu Jul 23, 2009 12:24 am

Re: Concept: Credos

Post by ArPharazon »

loftar wrote:(one idea we're playing with is that the skills, or at least many of them, would only be acquirable by clearing certain quests once we manage to introduce a quest system)
Hmm, would this involve cooperation of someone who already has the skill?
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Machenoid
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Re: Concept: Credos

Post by Machenoid »

loftar wrote:Generally, I'd like to retire the LP system completely one way or another.
Just be sure to not replace it with a LP system of another kind! (quality levels aka "Max quality or nothing")

Also, i hope that being 100% nature and having a tree-hugger creedo won't prevent you from learning a skill like carpentry, or that knowing a skill like carpentry will stop you from becomming a tree-hugger. IE: Vegans don't eat meat or any animal product; but that doesn't make their money incapable of buying it. (edit - or erase their memory of how it tasted before they became a vegan)
The Dwarf is making a plaintive gesture. He doesn't really care about anything any more.
kobnach
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Joined: Wed Jun 10, 2009 5:04 am

Quests

Post by kobnach »

loftar wrote:
poltifar wrote:I'm glad you're going with such a system, because the current one of 'anyone can have any skill and do anything as long as they have enough LP' is just silly and stagnates the game.
Yes, I agree very much. In fact, we'd like to revamp the current skill system quite a bit as well. I'm not sure whether there should be skills among the current ones that are actually mutually exclusive, but they should, at least, be much, much harder to acquire, beyond the basic ones.

And mind you, when I say "harder", I don't mean by increasing the LP requirements, but otherwise and in a much more fun way. :) It is not clear just how yet (one idea we're playing with is that the skills, or at least many of them, would only be acquirable by clearing certain quests once we manage to introduce a quest system) but it should be doable somehow, I think. Generally, I'd like to retire the LP system completely one way or another.
Hmm, much depends on what you mean by quests. I see three types in common use:
1) Puzzle quests; the puzzles may or may not be solvable by mere mortals, but that's OK - as soon as someone solves it, a walk-through is posted in some player run forum - even for those quests which are well designed and not at all insoluble.
2) Big projects - e.g. kill 5000 frogs (on average) to get the elusive frog-thingmajig. Or build a mine with 500 (or 5000) wood blocks. One variant of this is the errand boy quest - cross the map repeatedly, finding and delivering objects until bored. (These may also be classed as puzzle quests, but the main activity is running errands.)
3) Boss monsters - sometimes solo kills required, sometimes party required, sometimes tough for solos but typically done by parties.

Personally, I like the idea of learn-by-doing, perhaps with something else needed to learn the basic skill. (Stats, pre-req skills, simple quests, or even all of them). The problem will be making the skills actually learnable. It helps if there is skill transference, and the ability for stats to substitute for skill to an extent. (A strong guy without lock picking can maybe wrench the lock open with the tip of a crowbar ;-))
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Krakatoah
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Re: Concept: Credos

Post by Krakatoah »

This would be an interesting idea, but im expecting a METRIC-WADTON of witch hunters if that's going to be the case, there's gonna have to be more of those credos to well, you know, make sure you can actually become a witch without having a zerg rush of witch hunters wanting to roast your buttocks.
Two things are infinite: the universe and human stupidity; and I'm not sure about the universe - Albert Einstein
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Devour
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Re: Concept: Credos

Post by Devour »

You know what this needs? A bump.
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ArPharazon
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Joined: Thu Jul 23, 2009 12:24 am

Re: Concept: Credos

Post by ArPharazon »

Hell yeah it does.
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Yolan
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Location: Japan

Re: Concept: Credos

Post by Yolan »

Damn you and your bumps!!! *shakes fist*
bladerdave
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Joined: Sat Sep 19, 2009 6:07 pm

Re: Concept: Credos

Post by bladerdave »

If were also on the topic of discussing methods of character development without LP, the slider functions seem to be an option.

Maybe depending on slider positions and in which direction you lean your beliefs, skills open up to you. In that case, if you wanna go full nature in order to be more in tune with the farming aspect, you aren't allowed to focus on industrialization. You'd still have to somehow acquire the skills themselves, but this is the only way to access them.

Maybe once the skills are available, thats when you can go on a quest, or a learn-the-skill-through-doing kind of thing.

Also, maybe someone skilled in an area can help mentor you so you can acquire skills faster, or easier than they had to.

And with the whole Witch Hunter/Witch credo, I dont see a rush of griefing against witches happening unless a witch specifically comes out into the open. Thats what the witch hunts were all about, was trying to determine the witch. Maybe as long as the hat and cat are hidden, you dont know who the witches are.

Just my 2 cents.

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