loftar wrote:Individual actions will probably also be endowed with per-action quality, that are determined when learning the actions. It may be possible to increase the quality of actions somehow, probably through other curiosities and limited by some character stat(s). In particular, since it should be harder to learn individual actions, it should be possible for characters to teach actions to other players, which will transfer them with lower quality.
I'd love to see some sort of training system in place for the basic skills, in terms of learning how to do stuff. At the moment you just hit the clay for a few hours until you learn everything before focussing on upping skill points. It'd be nice to start off and spend an hour with another player in-game as they show you the ropes. Someone who's gone through the process of playing with the clay for fifteen minutes and finally learned what to do with it can simply "Show someone else this skill" and have them pick it up in a minute or two. Be a nice introduction to new players in that finding someone to teach them would be a benefit, thus providing a more community feel (ignoring the obvious case where existing players could just setup an alt with the skills and train that way).
I've had more fun in the game when there've been others online and we've been doing even mundane shit like helping each other build a wall or whatever than simply playing alone (though alone is also fun at times, like getting out and exploring).
In terms of getting better at things, I love the FEP system. Having to make and eat different types of foods to up stats is a really great idea. It makes it require some thought in terms of getting the resources together to make what you need and then making it, rather than simply increasing a few numbers after grinding clay for 12 hours (as with the current LP system).
I'm intruiged by the "fun" idea but worried it'll just end up like Hunger. Annoying. If you're planning on plowing a field, you simply get into the rhythm of plow, drink, eat; plow, drink, eat. Now it'll be plow, drink, eat, play with toy; plow, drink, eat, play with toy. Given how often we eat at the moment, I'm worried it'll interrupt the work-flow too much and we'll end up having to play with something every five minutes and never get any damn work done.

I can see work weariness detracting from specialisation too (obviously depending on how it's implemented). If I like cooking (or need to cook) and so do that a lot but my character decides that it's worn him out and he wants to do something else, I'll be grabbing an alt and continuing to cook. At the end of the day, *I* want to play the game and achieve "my" goals, not my character.
Winterbrass wrote:Farm a lot? Your farming skill will improve. Smith? Smithing will improve.
On a basic level I like this idea. It means grinding clay simply makes you better at... grinding clay. So you have to mix it up a bit if you actually want to get better at something. You can't just progress from grinding clay for a few days to hunting bears and then invest all the points into smithing and become an awesome smith. You'd actually have to spend a fair bit of time smithing. Makes it grindy but means you'd be grinding something that "makes sense". And getting better at something by doing it is a fairly simple concept.
It also allows for items like "Training Dummies" that you could practice on to increase combat skills or fighting people in an arena for fame and fortune. I don't think it's what the devs want though, in terms of a system. Though maybe if it was coupled with the training system, it could work better.