and if we have no LP, only lores/beliefs to learn and recipes/resources to acquire and numen/wyrd for buffs.... :DtheTrav 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.
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Jackard
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- Location: fucking curios how do they work
“A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”
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theTrav
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- Joined: Fri May 29, 2009 11:25 pm
Re: Re:
Disagree. Beliefs are pretty quick to change now, especially if you're on +5 change, regardless, if they're going to have GREATER impact, then it's better to change them less.Devour wrote:One of the few troubles with it is the current amount of time required to change beliefs
In my estimation, the distinction between alpha and beta is that beta's are largely feature complete but still contain many bugs. H&H is far far far far far far faaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaar from feature complete. There are still no keyringsin my estimation, this game is pretty much solidly a beta, now, if a small scale one
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Chakravanti
- Posts: 3345
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Re:
Been saying that one for a while. Made a whole thread about just ditching LP & skill values altogether.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
Well what is this that I can't see
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
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Devour
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Re: Re:
I meant that they'd need to be changeable easily as a newbie, to get your starting skills.theTrav wrote:Disagree. Beliefs are pretty quick to change now, especially if you're on +5 change, regardless, if they're going to have GREATER impact, then it's better to change them less.
Pre-alpha is not feature complete. Alpha & beta are technically feature complete. The game itself is pretty releasable as a game on it's own, at this point, despite the bugs.theTrav wrote:In my estimation, the distinction between alpha and beta is that beta's are largely feature complete but still contain many bugs. H&H is far far far far far far faaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaar from feature complete. There are still no keyrings
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niltrias
- Posts: 1559
- Joined: Sat May 30, 2009 10:19 am
Re: Re:
This. With various stages of life and all.theTrav wrote:
I'd also like to see characters grow old and die.
<Marcher Lord>
Dogs! Oh god, please give us DOGS!
There are those who press on with the ardor of beer, and those who are faint with thirst.
Dogs! Oh god, please give us DOGS!
There are those who press on with the ardor of beer, and those who are faint with thirst.
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minck1
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Re: Re:
I've seen games in late beta that weren't feature complete. Alpha and beta are just arbitrary designations of the devs. Usually less wipes in beta.Devour wrote:Pre-alpha is not feature complete. Alpha & beta are technically feature complete. The game itself is pretty releasable as a game on it's own, at this point, despite the bugs.
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Pascal666
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Last edited by Pascal666 on Mon Feb 13, 2012 8:17 pm, edited 2 times in total.
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Devour
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Re: Should Characters Be Able to Be Perfect In Every Skill?
I'm actually trying to work out who you were talking to.Pascal666 wrote:Thats bullshit really since everything is limited by squareroots meaning the lowest levels will gain you far more benefits faster...
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Pascal666
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Last edited by Pascal666 on Mon Feb 13, 2012 8:17 pm, edited 2 times in total.
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sabinati
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Re: Should Characters Be Able to Be Perfect In Every Skill?
not to mention the fact that as you reach higher levels each point gets more insignificant (and of course more expensive), e.g. lets say you can make something q160, it gets 4x base, to get to 5x it requires another 90 points (square root of your relevant (stat * skill)), to get to 6x it requires another 110 points, to get to 7x you need another 130 etc etc etc