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> Skill System
Jaramar
post Sep 14 2006, 09:34 AM
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Just thought I'd put up a list of possible skills here that I'd worked on over the summer, the crafting skills are no where near complete though. I'll be putting in more little comments as I work on this today.

Coloration:
Skill Catagory
Visible
Visible and has optional "Ability Sets".
Hidden
Ability Sets, Spells, and Crafting Recipes

Melee Skills:
-Damage Types:
--Piercing (Small bonus to chance to hit and damage while using Piercing style weapons in melee combat regardless of actual damage type.)
--Slashing (Small bonus to chance to hit and damage while using Slashing style weapons in melee combat regardless of actual damage type.)
--Bludgeoning (Small bonus to chance to hit and damage while using Bludgeoning style weapons in melee combat regardless of actual damage type.)
-Styles: (All styles give additional chance to hit as well.)
--One Handed (Moderate bonus to dodge and casting speed as well as a small bonus to melee damage while using a single One Handed weapon.)
--Two Handed (Moderate bonus to melee damage while using a Two Handed weapon.)
--Dual Wield (Small bonus to melee damage, dodge, and parry while using two One Handed weapons.)
--Weapon and Shield (Moderate bonus to shield usage and a small bonus to melee damage while using a One Handed weapon and Shield.)
-Weapons: (All weapon skills get chance to hit and damage bonuses while raising in addition to anything mentioned specifically.)
--Axes
--Daggers (Small bonus to dodge, casting speed, and parry.)
--Hammers
--Maces (Flail skill available after extensive use of the Maces skill.)
--Short Pole Weapons (Hunting Spears fall into this catagory while in melee combat and in the Javalin catagory for ranged combat.)
--Swords
--Unarmed (Gives a large bonus to dodge and casting speed but may only parry Bludgeoning and Piercing weapons and will still take half damage.)
(Full sized polearms are only for usage against mounted opponents!)

Ranged Skills:
-Accuracy (Increased chance to hit and a small bonus to ranged damage due to extensive use of different Ranged weapons.)
-Weapons: (All weapon skills get chance to hit and damage bonuses while raising in addition to anything mentioned specifically.)
--Bows
--Crossbows (Repeating Crossbow skill available after extensive use of the Crossbow skill.)
--Javelins (Hunting Spears fall into this catagory while in ranged combat and in the Short Pole Weapons catagory for melee combat.)
--Thrown Weapons

Defence:
-Dodging (Takes penalties dependant on weight and type of the armor.)
-Parrying (Takes penalties dependant on weight and type of the weapon.)
-Shields (Usable with one handed melee and ranged weapons.)
-Armor:
--Chainmail (Gives a slight bonus to defence while wearing Chainmail. Chainmail armor causes a moderate speed decrease and dodging penalty. Slow casting speed.)
--Leather (Gives a slight bonus to defence while wearing Leather. Leather armor causes a small speed decrease and dodging penalty. Moderate casting speed.)
--Platemail (Gives a slight bonus to defence while wearing Platemail. Platemail armor causes a large speed decrease and dodging penalty. EXTREMELY slow casting speed and unable to cast War Spells.)
--Unarmored (Gives a slight bonus to defence while not wearing armor. Not wearing armor causes no penalties. Fast casting speed.)

Magic:
-Enchantments (Supposedly due to some lore requirement but really for balance and variety each character can either choose Enchantments which are self buffs or Healing which is for healing, ressurection, and status effect removal. Enchantment skill also gives a bonus to War spells while Healing gives a bonus to Summoning spells.)
-Healing (Supposedly due to some lore requirement but really for balance and variety each character can either choose Enchantments which are self buffs or Healing which is for healing, ressurection, and status effect removal. Enchantment skill also gives a bonus to War spells while Healing gives a bonus to Summoning spells.)
-Summoning: (While a summoned creature or creatures are active you may not engage in melee or ranged combat. This could supposedly be due to needing to keep ones mind in the "casting" mentality but is also to make sure that we don't have everyone and thier grandmother with summoned pets.)
--Creatures
--Elementals
--Undead
--Drains (Not summoning spells exactly but more appropriate to this school then to being a War Spell.)
-War Spells:
--Acid
--Bludgeoning
--Fire
--Ice
--Lighting
--Piercing
--Slashing

Crafting:
-Hunting
--Butchering (Every 25 points in Skinning gives a +1 skill point bonus but only if the corpse has been skinned.)
---Butcher Creature
--Skinning (Shearing skill available after extensive use of the Skinning skill.)
---Skin Creature
---Shear Creature
-Metalworking
--Mining
---Dig
---Extract Gems
---Extract Ore
---Extract Stone
--Smelting
---Smelt Ore
--Blacksmithing
---Create Arrowheads
---Create Crafting Knife
---Create Framework
---Create Hammer
---Create Nails
---Create Needles
---Create Pick
---Create Pot
---Create Saw
---Create Smith's Hammer
---Create Wood Axe
-Woodworking
--Wood Harvesting
---Harvest Wood
--Carpentry
---Create Beam
---Create Board
---Create Pole
---Create Shingles

-Alchemy (Every 10 points in Cooking gives a +1 skill point bonus.)
--Brew Alchemical Oil
--Brew Alchemical Poison
--Brew Cloth Dye
--Brew Leather Dye
--Brew Metal Paint
--Brew Paint
--Brew Potion
--Create Alchemical Item
-Armorsmithing
--Create Buckler
--Create Small Round Shield
--Create Medium Kite Shield
--Create Medium Round Shield
--Create Large Kite Shield
--Create Tower Shield
--Create Chainmail Armor
--Create Splintmail Armor
--Create Platemail Armor
--Create Metal Boots
--Paint Armor
-Construction (Every 10 points in Carpentry gives a +1 skill point bonus to wooden constructions, while every 10 points in Mining gives a +1 skill point bonus to stone constuctions. If a construction has both wood and stone you only get a +1 for every 15 points in Carpentry and Mining combined.)
-Cooking (Every 15 points in Skinning and Butchering combined gives a +1 skill point bonus.)
-Enchanting (Every 10 levels in Enchantment gives a +1 skill point bonus.)
-Fletching
-Leatherworking
--Tan Leather
--Create Leather Armor
--Create Studded Leather Armor
--Create Leather Boots
--Create Leather Shoes
--Dye Leather
--Waterproof Leather
-Tailoring
--Spin Thread
--Dye Clothing
--Weave Cloak
--Weave Dress
--Weave Pants
--Weave Robe
--Weave Shirt
--Weave Cloth Shoes
-Weaponsmithing

(This is a VERY basic example of the craft system which is still a work in progress. For example right now quarrying is lumped in with mining. This should change.)

Random Notes and Thoughts:
Armor Penalties and Crafting ideas - http://forums.projectwish.com/index.php?showtopic=5376
Armor types equals more quick access slots which are the only ones available in battle?
Poison?
Minthos's idea with skill respec points after max?


--------------------
-Jaramar Hillslayer
Insane Gnome

"'Live and let live' is my philosophy these days," I remarked.
Random chuckled.
"What a quaint notion. I'll bet it will last all of five minutes."

-Nine Princes in Amber
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Minthos
post Sep 14 2006, 04:11 PM
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I've done some thinking on skill distribution and the question of how to limit characters.
This is what I came up with:

A character gets a maximum of 137 points to distribute. (*)

Up to a certain level, skills are free.
To take advantage of higher skill levels, they need to invest points into that skill.

First rank (apprentice) costs 1 point
Second rank (journeyman) costs 5 points
Third rank (master) costs 20 points
Fourth rank (specialist) costs 60 points

Thus, a master skill would require a total investment of 26 points, a specialist skill would require 86 points total.

Results of this would be that:

A specialist can choose one master skill as well, and if he does, max 4 journeyman skills (86 + 26 + 4*6 = 136). If he doesen't want to have a master skill, he can then choose up to 8 journeyman skills (86 + 8*6 = 134).

A non-specialist can choose 5 master skills, 1 journeyman skill and 1 apprentice skill, or 22 journeyman skills and 5 apprentice skills, or something in between.



* I don't know how this "max 137 points" limit should be enforced, but I think 137 would be a good number. Read my post on.. hmm.. I think I've made a post on this..

Considering the number of skills mentioned in Jaramar's post (remember, those are only combat skills, and the list could still grow a lot), it's obvious that characters won't be able to master all the skills they depend on daily. This means that skills should be highly useful even at low levels - i.e. we should unlock the most useful stuff already at apprentice level, and reserve the higher ranks for more special stuff and "fancy moves". It also means that someone who chooses to specialize in a skill will sacrifice lots of other cool stuff, which allows us to give specialists some really extraordinary abilities.
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Jaramar
post Sep 14 2006, 04:25 PM
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We could do the distribution point method but I had been under the impression most of the community wanted to be able to swap around and use skills as they pleased. I myself have an idea that was much the same as yours... where you can learn any skill but are allowed to specialize in X amount of them... which could be changable through quests later in a character's life. Perhaps that could use a poll when the time comes to see if they want one of a number of systems we can use.


--------------------
-Jaramar Hillslayer
Insane Gnome

"'Live and let live' is my philosophy these days," I remarked.
Random chuckled.
"What a quaint notion. I'll bet it will last all of five minutes."

-Nine Princes in Amber
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RicoSuave
post Sep 14 2006, 06:43 PM
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Miscellaneous Damage:
- Poison
-- Slow damage over time
-- Fast damage over time
-- Debilitating
-- Magic-resistant vs. magic-cured
-- Imbibed/Injested

- Bleed-effect (or whatever)
-- Slow damage over time

- Critical Failure on curing/healing
-- No heal
-- Anti-heal

- Fratricide-effects
-- Critical Failure on casting
-- Interrupt during casting
-- Proximity during melee/ranged combat

- Self-induced
-- ...

I don't have time to finish this list now, but I wanted to get a few ideas down while we're on the topic. I would, however, absolutely LOVE to further explore the topic of Fratricide-effects. I never understood how a mage (or whoever, but we'll use mages in this example) could cast an Area of Effect (AoE) spell and not effect anyone but intended targets. I think a special skill in 'Concentration' would be a MUST to keep that from occuring. This concentration skill would also provide proof against interruption and failures.

But now to get back on topic of this thread, I think poison should be editted into your original post Jaramar. Good list though.
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xardy
post Sep 15 2006, 03:36 AM
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I'm missing the basic skill of all , strenght: would allow you to wear more armor/items , do more damage. Could be trained with combat, but also running around with a full inventory (weight based inventory then).

Durability: Allows you to use (sprint?) longer, run a longer distance with sprint (if you implent sprint).

Think its a bit like in oblivion, not really sure, only played that game for 4 hours.
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Honis
post Sep 15 2006, 11:00 AM
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Some ideas about skill sets came up in Combat: Weaponary, "Strong sticks and weak swords."

Summery:

Have a parellel skill set called item intelegence. Each skill has this seperate itellegence skill set. It either levels as you use the skill (just like the physical skill) or you can read/take a class to increase the intelegence skill set (not the physical skill). This way people who choose to be none combat can craft increasingly good weapons or sell items . Also, if a warrior has a high intelegence, they can increasse the speed at which they can become experts in it (physical skill lvls to the intelegence skill faster).


This skill set relates mostly to how the items in the game are going to be ranked, so I recommend you review the listed thread for a better idea of what I'm talking about.

This post has been edited by Honis: May 15 2007, 11:14 AM


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RicoSuave
post Sep 15 2006, 02:57 PM
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Playing off your INTELLIGENCE idea, Honis, perhaps it could also be used to see if a character could use a certain weapon's abilities.

For example, Zorog the Barbarian using a wand would probably fail or critically fail while using it more often than Elindra the Sorceress. He could still use it to start his campfire, or maybe a forestfire, but she could obviously use it far more efficiently.

Vise versa, Elindra trying to use a mace for anything more than a bookend might seriously sprain her back (not lifting with the knees). However, Zorog having 'Intelligence: Melee' would be able to obviously tell how well it smashes Undeads' noggins.

I like your idea a lot!
Were you thinking about it being used having subsets like I do? Or was it a stand-alone stat that other skills referenced?
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Dwilf
post Sep 15 2006, 03:51 PM
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I'd like to know how you see these skills working. How does a character increase them and what do these skill increases do?

Taking a weapon skill for example:

How does one improve swords skill from, say, Rank 1 to Rank 10?
What would have changed/improved over these rank increases?
Would two Rank 10 Swordsmen have identical progression or do you have plans for some type of customization? Ie, would would make two characters of equal rank diffrent?

About these "intelligence skills" can we call them "lore" or "knowledge" so as not not get confused with a character's Intelligence which I see as being a natural attribute much like Strength, Beauty, Agility or any other thing that would be determined initially by your DNA.


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Razaekel
post Sep 16 2006, 07:52 PM
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Just a quick reply to Dwilf's question of how the skills would work.

I would think that an increase in 'level' would result in a increased ability to use a weapon, i.e. swing faster, hit harder, for weapon levels, that is. For magical abilities, it could be a increased casting speed, slightly increased damage, less mana cost, etc.

On second thought, what abou a system where there aren't any levels? instead of levels, just have a general increae in a number associated with each skill, and use the number to do the calculations. so instead of level 13 in sword usage, you could instead be 13.52 or 1352 or .1352. This would allow a gradual increase in players abilities over time, instead of sudden spurts at the completion of each level.
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Jaramar
post Sep 16 2006, 09:10 PM
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QUOTE(Dwilf @ Sep 15 2006, 09:51 PM)
I'd like to know how you see these skills working. How does a character increase them and what do these skill increases do?

Taking a weapon skill for example:

How does one improve swords skill from, say, Rank 1 to Rank 10?
What would have changed/improved over these rank increases?
Would two Rank 10 Swordsmen have identical progression or do you have plans for some type of customization? Ie, would would make two characters of equal rank diffrent?

About these "intelligence skills" can we call them "lore" or "knowledge" so as not not get confused with a character's Intelligence which I see as being a natural attribute much like Strength, Beauty, Agility or any other thing that would be determined initially by your DNA.
*




You increase your skills ONLY through usage. Where the uniqueness comes in is the "ability sets" Minthos suggested. Basically at X level in a skill you can put in points and unlock an ability set which will give you a few new attacks. The damage and speed of them are still balnaced off the primary skill but they will do an additional little something (the 'little something' being a big something if someone actually gets a specialist skill due ot the fact that the cost of a specialist skill is over three times the cost of a master skill by Minthos's reckoning. Otherwise it would actually make a stronger character to spread across multiple sets... which wouldn't be a bad thing and infact that's where we are trying to aim the balance).

And Razaekel, those are still levels. It's just that they are chopped up into much finer peices. Still, your point is well taken. Most people, however, like to see jumps of improvement instead of just getting better at an un-noticable rate.


--------------------
-Jaramar Hillslayer
Insane Gnome

"'Live and let live' is my philosophy these days," I remarked.
Random chuckled.
"What a quaint notion. I'll bet it will last all of five minutes."

-Nine Princes in Amber
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RicoSuave
post Sep 16 2006, 10:24 PM
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QUOTE(Jaramar @ Sep 16 2006, 09:10 PM)
... Most people, however, like to see jumps of improvement instead of just getting better at an un-noticable rate.
*



I'm not one of those people. I hate the DING! I don't understand how after accomplishing some task or quest, you are suddenly able to defeat a monster that you weren't able to defeat 30 seconds prior. Maybe if the equipment changed, or the tactics used, but suddenly becoming better out of thin air?

Personally, I like Razaekel's idea of constant, progressive skill gain. Perhaps an ability may be learned suddenly (true-to-life) through some type of education. Maybe an 'Armor Pierce' shot could be available after using a weapon long enough. I'm sure we can think up many ideas where people can see their progression come in visible chunks if that's what we decide on. However, I'd like to keep as far away from 'DING!' as possible.
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Jaramar
post Sep 16 2006, 10:37 PM
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QUOTE(RicoSuave @ Sep 17 2006, 04:24 AM)
I'm not one of those people. I hate the DING! I don't understand how after accomplishing some task or quest, you are suddenly able to defeat a monster that you weren't able to defeat 30 seconds prior. Maybe if the equipment changed, or the tactics used, but suddenly becoming better out of thin air?

Personally, I like Razaekel's idea of constant, progressive skill gain. Perhaps an ability may be learned suddenly (true-to-life) through some type of education. Maybe an 'Armor Pierce' shot could be available after using a weapon long enough. I'm sure we can think up many ideas where people can see their progression come in visible chunks if that's what we decide on. However, I'd like to keep as far away from 'DING!' as possible.
*



I'd been talking to Razakiel about this actually just a few minutes ago. Personally I'd like it to be somewhat like Asheron's Call. There were 300 levels... each one small and very much like the next one. However you could use certain things at certain points (there weapons and occaionally spells, here "ability sets" and such). To take it a step further I suggested that they not be exact skill levels... but rather hidden values over a 20 point range unique to a character so that they all get the option to upgrade thier ability sets at different times. It's much the same as you said, though the ability sets become the new levels more then the skills do. Still, there is no reason for 0.53425 skill. This can be represented easily enough as 53% of the way to level 1.


--------------------
-Jaramar Hillslayer
Insane Gnome

"'Live and let live' is my philosophy these days," I remarked.
Random chuckled.
"What a quaint notion. I'll bet it will last all of five minutes."

-Nine Princes in Amber
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Minthos
post Sep 17 2006, 08:37 AM
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If players want a "character level" that they can relate to, we could display a rounded-down logarithm of the sum of their skill points, or rather the values their skill points are some sort of logarithmic functions of..

edit: Damn, made a serious error.. *hopes nobody has read it yet :D*

edit2: *sigh*, finally found the solution. Here's linux source code for a program that draws two graphs plotted against each other, one shows

x = f(y) = 10^(200/(200-y)) -10

and the other calculates

y = f(x) = 200 - 200 / (log10(x + 10))

where x is the number of experience points, the length in time, or something like that, required to reach level y in some skill, and y is the number of skill points you get if you have x experience in that skill. Quite simple really, but took me ages to calculate and verify properly since I'm such a noob :)

oops, forgot the source. here it is.
http://heim.ifi.uio.no/espeov/mywork/utility/
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Dwilf
post Sep 17 2006, 04:00 PM
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QUOTE(Minthos @ Sep 17 2006, 02:37 PM)
If players want a "character level" that they can relate to, we could display a rounded-down logarithm of the sum of their skill points, or rather the values their skill points are some sort of logarithmic functions of..

I'm more of the opinion - If players want a "character level" they can relate to then they can go play a non skill based game such as WoW.

How about doing away with skill levels and instead characters earn "Training Credits" with skill usage. These credits can be spent on abilities, unlocking more specialised skills, improving skill related stats, etc.
The total number of credits a character can "earn" in a skill could be related to race(natural affinity), attributes(smarter mage, more capacity to learn spells) and any other factors we can think of. This would make characters diffrent from right from creation as they'd have diffrent potentials. We could even keep the maximum number of credits they can earn in each skill hidden from them to help stop meta-gaming and number crunching munchkins.

I also think there should be skills and abilities that can only be "unlocked" via quests and even rarer ones that would be given by GMs in epic storylines to proven RPers(who distinguished thier character in said storyline)


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Jaramar
post Sep 18 2006, 01:13 AM
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QUOTE(Dwilf @ Sep 17 2006, 10:00 PM)
I'm more of the opinion -  If players want a "character level" they can relate to then they can go play a non skill based game such as WoW.

How about doing away with skill levels and instead characters earn "Training Credits" with skill usage. These credits can be spent on abilities, unlocking more specialised skills, improving skill related stats, etc.
The total number of credits a character can "earn" in a skill could be related to race(natural affinity), attributes(smarter mage, more capacity to learn spells) and any other factors we can think of. This would make characters diffrent from right from creation as they'd have diffrent potentials. We could even keep the maximum number of credits they can earn in each skill hidden from them to help stop meta-gaming and number crunching munchkins.

I also think there should be skills and abilities that can only be "unlocked" via quests and even rarer ones that would be given by GMs in epic storylines to proven RPers(who distinguished thier character in said storyline)
*



Your Training Credits make it even more level based then simply giving them some numbers... which like it or not we will need serverside anyhow. One of the first ideas about skills and one I will support to the very end is that a skill should only raise if it is USED. Once it's high enough they might be able to learn an "ability set" at that point but the skill itself NEEDS TO IMPROVE THROUGH USE!

Also people WILL find the maximum credit amount. Someone will slowly pick away at it until it's figured out and it show's up on websites.


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-Jaramar Hillslayer
Insane Gnome

"'Live and let live' is my philosophy these days," I remarked.
Random chuckled.
"What a quaint notion. I'll bet it will last all of five minutes."

-Nine Princes in Amber
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RicoSuave
post Sep 18 2006, 07:47 AM
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Jaramar is right. Munchkiny will always be present. Meta-gaming is the only way to play for some. What we're getting into now is theory & strategy... not tactics. My brother and I have very different ways of playing. He's a number-cruncher! He spends weeks writing algorithms and spreadsheets, formulae and equations, finding the very best path to take to maximize his chances at 'Victorious Survival' in any situation. I, however, am a role-player. My paladin is the first one to jump on a grenade to save his comrades.

I suggest (since it will always exist) we don't worry about attempting to hide anything... it will all be discovered anyway. I suggest we just simply have pros & cons or trade-offs for every skill, stat, race, quest, etc. in the game.

In Ultima Online, you can always trade your stats/skills for others (after you've actually learned a few). You can effectively change your class. If you got tired of magery, you could drop it and pick a stick and whack things with it enough until you become a warrior instead. This sticks right along with Jaramar's (and most people's) opinion of character development through use of skills.
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Matlush
post Sep 18 2006, 07:57 AM
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I see it like that:

Use skill - > Get higher skill, that makes increases something with a multiplier -> The skill definiates your profession.

And if you want to change your profesion, simpy do something else. The first skill will get lower if you won't use it.


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Dwilf
post Sep 18 2006, 09:54 AM
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Re: Training Credits, Maybe I didn't explain it very well.

It is still a skill based system and server side there will be numbers involved, that is pretty much all any game is behind the scenes. What I'm suggesting is that instead of having a skill level that always goes up when the skill is used the experiance is converted into credits(the best word i can think to use ATM). The player can then spend these via a skill interface or NPC trainers(whatever) to improve that skill. For weapon skills you could spend them on attack or damage improvments, speed increases, new moves, etc. At some point your character can earn no more credits in a skill and thus can improve it no futher.
Certainly the better abilites and bonuses within a skill would have pre-requisites of some kind, you must learn to walk before you learn to run.

Just to make it clear, using a sword would earn you sword skill credits, these could only be used to improve the sword skill. We'll have no Master 'Smiths who learnt all they know of metal working by grind-killing goblins.

One thing this way of doing skills does not provide is automatic improvments that are common to all. If you want your character to become more accurate with his sword you must spend the sword skill credits earnt accordingly. This allows a player to improve his/her character's skills as fits the player's idea for the character; rather than a predefined route of "+x damage & +y to-hit per level"

With the varying cap on the number of training credits a character gets in a skill this is a representation of the fact that a smarter fighter would be more versatile than a dumb brute thus having a bigger choice of moves he could use. This is balanced by the fact the the stronger, but dumber, character has a higher damage output per hit.


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Dwilf - Project Wish Tool Coder
"A Knife in the Dark is worth a thousand Swords at Dawn"
RP or die trying
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Matlush
post Sep 18 2006, 10:46 AM
Post #19


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QUOTE(Dwilf @ Sep 18 2006, 05:54 PM)
Re: Training Credits, Maybe I didn't explain it very well.

It is still a skill based system and server side there will be numbers involved, that is pretty much all any game is behind the scenes. What I'm suggesting is that instead of having a skill level that always goes up when the skill is used the experiance is converted into credits(the best word i can think to use ATM). The player can then spend these via a skill interface or NPC trainers(whatever) to improve that skill. For weapon skills you could spend them on attack or damage improvments, speed increases, new moves, etc. At some point your character can earn no more credits in a skill and thus can improve it no futher.
Certainly the better abilites and bonuses within a skill would have pre-requisites of some kind, you must learn to walk before you learn to run.

Just to make it clear, using a sword would earn you sword skill credits, these could only be used to improve the sword skill. We'll have no Master 'Smiths who learnt all they know of metal working by grind-killing goblins.

One thing this way of doing skills does not provide is automatic improvments that are common to all. If you want your character to become more accurate with his sword you must spend the sword skill credits earnt accordingly. This allows a player to improve his/her character's skills as fits the player's idea for the character; rather than a predefined route of "+x damage & +y to-hit per level"

With the varying cap on the number of training credits a character gets in a skill this is a representation of the fact that a smarter fighter would be more versatile than a dumb brute thus having a bigger choice of moves he could use. This is balanced by the fact the the stronger, but dumber, character has a higher damage output per hit.
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I would argue that. Fighting, getting to NPC to raise your stats, or crafting and getting to NPC would be time consuming tongue.gif Project Entropia has a good skill system (but almost without any meaning): Using a rifle, you were raising such skills:
- Rifle
- Weapon Handling
- Aiming
- Ranged Damage
- Laser Weapon Technology
- Agility
- Combat Sense
- Dexterity
- Perception
And some other that i don't remember tongue.gif

EDIT: To do a difference between a brute dumb sword user and a smart one, you could just get certain skill for certain move in battle.


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Jaramar
post Sep 18 2006, 12:49 PM
Post #20


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QUOTE(Matlush @ Sep 18 2006, 04:46 PM)
I would argue that. Fighting, getting to NPC to raise your stats, or crafting and getting to NPC would be time consuming tongue.gif Project Entropia has a good skill system (but almost without any meaning): Using a rifle, you were raising such skills:
- Rifle
- Weapon Handling
- Aiming
- Ranged Damage
- Laser Weapon Technology
- Agility
- Combat Sense
- Dexterity
- Perception
And some other that i don't remember tongue.gif

EDIT: To do a difference between a brute dumb sword user and a smart one, you could just get certain skill for certain move in battle.
*



And here using a Two Handed Mace would get you:
-Mace
-Two Handed Weapon Style
-Bludgeoning

Or a One Handed Mace and Shield gets you:
-Mace
-Weapon and Shield Style
-Bludgeoning
-Shield

As well as any other armor or defensive skills currently in use.


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-Jaramar Hillslayer
Insane Gnome

"'Live and let live' is my philosophy these days," I remarked.
Random chuckled.
"What a quaint notion. I'll bet it will last all of five minutes."

-Nine Princes in Amber
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