Skill Learning Cooldown?

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Skill Learning Cooldown?

Postby dra6o0n » Fri Mar 18, 2011 6:42 pm

Well this idea basically was roughly thought up from the yeomanry thread:

What if learning skills have some limitations, like cooldowns until you can learn another?

Firstly it greatly hinder's the bot's ability to attain all the skills in a single day, although I don't know if the inherit ancestor bypasses this (is it exploitable by any means?).
Secondly, it makes being a hermit a bit more harder to do, and limits players to a role if they play in a group (cause apparently the game is trying to be more community based this time in world 5).

You can gain 10,000 LP and learn several skills in a row, but the discovery system prevents them from using it until they got the materials learnt, but even then botters can bypass this by having a storage of items around.

So what if skills are timed in cooldown based on LP cost?

If you buy Yeomanry for 4000 LP, you gotta wait 60 minutes. Meaning 100LP = 1 minute 30 seconds.

Murder = 100,000 LP = 500 Minutes or 8 hours (rounded down).
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Re: Skill Learning Cooldown?

Postby Tamalak » Fri Mar 18, 2011 6:46 pm

It would be interesting if skill learning had a "research time" like in an RTS.

That is I click that I want to learn Yeomanry, pay the skill points up front, 4 hours later I have the skill. During this time I can't buy any other skill.

Incrementing skills would take 1 hour per point or something.

That would add a bit of strategy to the game.. you'd have to plan ahead what skills you want instead of just stockpiling LP and buying skills when you need them.

But I don't see that it's necessary to defeat bots. That's what curiosities were implemented to do.
Last edited by Tamalak on Fri Mar 18, 2011 6:47 pm, edited 1 time in total.
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Re: Skill Learning Cooldown?

Postby jorb » Fri Mar 18, 2011 6:47 pm

... qué?
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Re: Skill Learning Cooldown?

Postby evilrich » Fri Mar 18, 2011 10:19 pm

way to go and make a dumb suggestion... the idea is we learn a skill, then use it... not wait 4 hours to learn AFTER maybe 24 hours to get the lp.. its HnH not freaking evony/travian
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Re: Skill Learning Cooldown?

Postby dra6o0n » Fri Mar 18, 2011 10:21 pm

evilrich wrote:way to go and make a dumb suggestion... the idea is we learn a skill, then use it... not wait 4 hours to learn AFTER maybe 24 hours to get the lp.. its HnH not freaking evony/travian

That's your opinion on it, and not a fact.
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Re: Skill Learning Cooldown?

Postby evilrich » Fri Mar 18, 2011 10:24 pm

granted, but the part about " its not travian/evony" is truth. we will see how many people agree with you though. not like im jorb afterall. or loftar.. upto them
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Re: Skill Learning Cooldown?

Postby sabinati » Fri Mar 18, 2011 10:26 pm

what gameplay value does this add?
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Re: Skill Learning Cooldown?

Postby TeckXKnight » Fri Mar 18, 2011 10:29 pm

This is a seemingly arbitrary idea that neither bots nor players would notice. It'd just be an annoying cool down you have to deal with when you pick up a larger skill before picking up a lesser skill. Because sometimes yeomanry is the first thing you want and lawspeaking is the second -- Fire and Ice can wait until after that. Apparently you'd like 'until after that' to mean a few hours after that. At most it would inconvenience people and bots wouldn't care. At worst it acts as an obstacle to playing, as newbies have to wait to buy skills with their bootstrap lp and other players have to not play for a day because they founded a village or learned how to trespass.
Last edited by TeckXKnight on Fri Mar 18, 2011 10:31 pm, edited 1 time in total.
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Re: Skill Learning Cooldown?

Postby pyrale » Fri Mar 18, 2011 10:30 pm

Die > inherit > Image
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Re: Skill Learning Cooldown?

Postby cobaltjones » Fri Mar 18, 2011 10:32 pm

"Bots" don't even need to learn skills anymore. This is a horribly thought out idea that doesn't actually address any issue in the game.
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