Skill System Problems

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Snake_byte
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Joined: Wed Apr 14, 2004 7:12 am
Location: Quebec, Canada

Re: Skill System Problems

Postby Snake_byte » Thu May 24, 2012 1:11 am

Doug R. wrote:I support a system where everyone starts with the same skills and objects have a certain skill level associated with them. If you have less skill than the item you're trying to make, there's a chance (based on the skill difference) of the item creation failing with a partial loss of resources. The current time advantages would be the same.

Ronja Rotschopf wrote:I just want to state in that discussion that I (my characters) have experienced important differences of being awkward or expert at something. And that I (my characters) have also experienced significant improvement of skills (not included fighting and hunting).

This means that I don't see the necessity to fix the system.


I agree slightly more with Ronj as it would take much longer to add skill sets to objects as well as making formulas for the chance at failure with resource loss.
-Rather than simply tweaking how long it takes someone to do a project at a certain skill level (for projects with set outcomes).
-Tweaking the same for resource gathering projects as well as resource loss in that aspect.
-And finally tweaking the amount of experience it takes to go from one skill to the other

If we have a constant skill degradation at 1/4, 1/6, 1/8 or even as low as 1/10 skill gain to help with the specializing of skills, it might help move it along.
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viktor
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Re: Skill System Problems

Postby viktor » Fri Jul 06, 2012 5:12 pm

i really have no issues with the current skill system. i have noticed a great difference in work times between different skill levels, it really does make a difference and the whole reason some people may spawn with an expertise is, well it's genetic. i have noticed with enugh work that skills can go up i seen and done it many times

if we're making any changes with regards to skills or their effects in game. i could support something like weapon manufacturing skill effecting the maximum repair level of weapons mae by that person, same for tools etcetera, of course this would effect only things made after the change, existing objects would still be the same as now, like they were made by experts :P
it would though give more encentive to hiring people with or developping expertise in the manufacturing skills

basically what i realise is, there is no problem with the skill system itself, the repairs we need would be actual changes in other features and mechanics and their interaction with character skills.

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