skills

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The one
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skills

Postby The one » Mon Nov 03, 2003 4:11 am

im just going to list some of the skills

fishing
mining
smithing
farming
manufacturing
teamsters
strength
defense
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new.vogue.nightmare
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Postby new.vogue.nightmare » Mon Nov 03, 2003 4:15 am

Doesn't really matter what they're called. If implemented they should be hidden, and preferably should aid in different amounts in completion of different projects. SO you can do two certain things, and become really good at a third thing which incorporates elements of the other two skills. I think each possible project should have a skill, and similar skills would perhaps give small bonuses to each other.
Sicofonte wrote:SLURP, SLURP, SLURP...


<Kimidori> esperanto is sooooo sexy^^^^
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sammigurl61190
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Postby sammigurl61190 » Mon Nov 03, 2003 7:54 am

Yeah--that's a good idea. Making some projects easier than others, and in turn, some more difficult. Good thought.
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Solfius
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Postby Solfius » Mon Nov 03, 2003 10:14 am

I don't think that's what he meant
The one
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Postby The one » Mon Nov 03, 2003 11:54 am

ok

If you have a high farming lvl it takes less time to farm stuff
If you have a high fishing lvl it takes less time to catch fish
If you have a high mining lvl it takes less time to mine stuff
If you have a high woodcutting lvl it takes less time to chop trees
If you have a high smithing lvl it takes less time to make steel
If you have a high strenth lvl you deal more dammage to players and animals
If you have a high manufunctioning lvl it takes you less time to make stuff like scredrivers and wheelbarrows
If you have a high construction lvl it takes less time to make buildings and halls
If you have a high defense lvl animals and other players deal less damage
If you have a high grammer lvl you get a spell checker so it looks like you can speak correctly
If you have a high cooking lvl it takes lesstime to cook food
If you have a high running speed lvl it takes less time for you to get to one place to another
If you have a high endurance lvl it takes lunger for you to get hungrey
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new.vogue.nightmare
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Postby new.vogue.nightmare » Mon Nov 03, 2003 3:39 pm

Yeah, but it should be a lot more complex than that, more like RL, where becoming good at some things will help you a wee bit in other things...like farming potatoes a lot making you better at growing carrots, but not as much as you'd increase for potatoes as it is a different crop. Forging weapons would also help with combat, both because you know about the weapons (especially the ones you make the most of) and because pounding away at steel and the like builds strength.

But to the spell checker.. :lol: Some people need it.
Sicofonte wrote:SLURP, SLURP, SLURP...




<Kimidori> esperanto is sooooo sexy^^^^
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sammigurl61190
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Postby sammigurl61190 » Mon Nov 03, 2003 8:47 pm

Well, there's a limit on how complex a game can get. LOL
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Thomas Pickert
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Postby Thomas Pickert » Mon Nov 03, 2003 10:16 pm

Probably, but I bet, that any given game can still be made more complex. ;)
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Solfius
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Postby Solfius » Mon Nov 03, 2003 10:21 pm

true, but there's a limit to how complex it can get and remain playable. We can always make a game more complex, but it will reach a point where it isn't playable any more
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kroner
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Postby kroner » Mon Nov 03, 2003 11:35 pm

I think more to the point you have to think of the limitations of the programming department. They could make the game infinitely complex, but the more so, the longer it will take to implement. And the skills idea doesn't sound like it would be practical to add gradually.
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thingnumber2
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Postby thingnumber2 » Tue Nov 04, 2003 12:41 am

to make it further complex...what about skills detracting from other skills...such as, the smarter you are, you begin losing some points off of skills that you aren't doing as much, because you were studying...
west
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Postby west » Tue Nov 04, 2003 6:08 am

players who have been playing for a long time find it easier to adjust to new implementations...but we don't want to reach a point where it's almost impossible to be a newbie.
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new.vogue.nightmare
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Postby new.vogue.nightmare » Tue Nov 04, 2003 6:11 am

Well, it wouldn't really have much effect on newbies really. Since it'd start coming into play after you've been playing long enough to have developed a skill.
Sicofonte wrote:SLURP, SLURP, SLURP...




<Kimidori> esperanto is sooooo sexy^^^^
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Solfius
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Postby Solfius » Tue Nov 04, 2003 4:39 pm

I doubt newbies would notice skills in the beginning anyway as they are all hidden.

Skills decreasing after neglect over time has been suggested previously
rklenseth
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Postby rklenseth » Tue Nov 04, 2003 4:50 pm

Actually I believe Jos said that none of us wuld notice the skills when they are implemented. He also said he wouldn't tell us if and when they were put in. So chances are skills have already been implemented and we just haven't noticed yet or how they work.

And I think the more complex the better. Especially if it is hidden that way people can abuse the system to meet their ends because it would be to complex and hidden on top of that. I've seen skill systems in other rpgs get abuse because they were as simple as strength, dex., etc... and was not hidden from the player. So the player knew what the characer could or could not do before they even tried just by doing some simple math formulas. I think just like RL, our characters shoudl find out what their abilities are and what they are good at by doing it.

Plus, I think the more involved in a game the better it is. If it is simple, people will get bored of it and simply leave after awhile. Adding new things and making old things more complex allows us to keep the game from getting too boring. Plus, I think the newbies can handle it.

I remember back during a time when dragging was not an option. So the only options were to trick someone into a lock room or out right kill them. When dragging was added, it opened up a whole new realm of possibilities which added more depth into the game.

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