I can't see people agreeing to it though, the same people moaning about restrictions by skills would just have the same moans about the new systems..... People will always say its not fair....
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- SuperSonicScientist
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I think limiting a list to two expert fighters, two expert hunters, two expert farmers etc. etc. would work well....
I can't see people agreeing to it though, the same people moaning about restrictions by skills would just have the same moans about the new systems..... People will always say its not fair....

I can't see people agreeing to it though, the same people moaning about restrictions by skills would just have the same moans about the new systems..... People will always say its not fair....
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- SekoETC
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- SekoETC
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The biggest group of whiners is the old population, those are the ones most looking for change, as their developped characters suddenly turn out to be awkward in things they've been doing for years. The newspawns shouldn't mind what skills they have, since they have no history and can build their lives based on the skills they are given.
I would want skills to advance faster, that's a much more logical solution to the problem than letting people select the experties of their characters.
And by lack of diversity I meant is that if we were suddenly given a chance to assign experties to our existant characters, I doubt very many would let their guard initiate remain a novice for rp's sake. Hmm... bad example, of course someone applying to be a town guard is expected to have some talent for the job. But how about someone who's spawned on a dangerous region, hasn't been attacked yet but the player knows the history of the region? Thus they would want to prepare the newspawn of what's possibly to come, giving them the expertise.
I think very few if any newspawns (or in the future, children) should have expert skills, otherwise there's no room for improvements. BUT skills should improve much faster than currently, at least for the young ones.
I would want skills to advance faster, that's a much more logical solution to the problem than letting people select the experties of their characters.
And by lack of diversity I meant is that if we were suddenly given a chance to assign experties to our existant characters, I doubt very many would let their guard initiate remain a novice for rp's sake. Hmm... bad example, of course someone applying to be a town guard is expected to have some talent for the job. But how about someone who's spawned on a dangerous region, hasn't been attacked yet but the player knows the history of the region? Thus they would want to prepare the newspawn of what's possibly to come, giving them the expertise.
I think very few if any newspawns (or in the future, children) should have expert skills, otherwise there's no room for improvements. BUT skills should improve much faster than currently, at least for the young ones.
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So what you are saying is older characters, as well as holding most of the meaningful resources (tools, weapons and keys) will also be able to guarantee themselves superior skills as well...
Guaranteed no fun for the newby.... Hmmm I can see slaving is going to be on the rise...
Some skills should seriously deteriorate either from lack of use or simply the aging process. The idea that a 70 year old could beat a 25 year old in a fight, or be more effective at mining or farming is a joke too...
Can't we just abolish skills... all men (and women) are equal and all that?
Guaranteed no fun for the newby.... Hmmm I can see slaving is going to be on the rise...
Some skills should seriously deteriorate either from lack of use or simply the aging process. The idea that a 70 year old could beat a 25 year old in a fight, or be more effective at mining or farming is a joke too...
Can't we just abolish skills... all men (and women) are equal and all that?
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- SekoETC
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Umh, giving the young people a faster development rate would make them eventually exceed the old people in the long run, since they'd have more time to train. Learning rates would be lower for the old folks. Thus you can only blame yourself if you haven't been practicing when you were young.
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- Solfius
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There's no fun in equality. Large swathes of Cantr are stagnant as it is.
If skills are to be easier, then they must also deteriorate when they are unused for periods of time. The best way I can think of to do this is by allocating characters a set number of skill points that are allocated at spawn and as you improve in one skill, you get worse in another skill that you don't use much/at all.
If skills are to be easier, then they must also deteriorate when they are unused for periods of time. The best way I can think of to do this is by allocating characters a set number of skill points that are allocated at spawn and as you improve in one skill, you get worse in another skill that you don't use much/at all.
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Solfius wrote:If skills are to be easier, then they must also deteriorate when they are unused for periods of time. The best way I can think of to do this is by allocating characters a set number of skill points that are allocated at spawn and as you improve in one skill, you get worse in another skill that you don't use much/at all.
I agree with that idea but I think, as I said before you should only allow two slots where the maximum points are given to any skill - fighting to farming but lets be honest fighting is the one that needs restricting, and this would have to be before spawning surely... otherwise people would effectively use OOC knowledge to prepare their character...
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- Solfius
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Mykey wrote:Solfius wrote:There's no fun in equality. Large swathes of Cantr are stagnant as it is.
If skills are to be easier, then they must also deteriorate when they are unused for periods of time. The best way I can think of to do this is by allocating characters a set number of skill points that are allocated at spawn and as you improve in one skill, you get worse in another skill that you don't use much/at all.
This is a good way to balance things, but is definitely not realistic. People are very capable of becoming good at many things, given the time and resources to practice. However age should have some effect. I would propose that skills deteriorate at 5% the rate they raise(increasing with age?) So if you keep doing something you stay good at it, and its not so fast of a rot that one can actually become good at a few things.
I never said that people couldn't become good at many things, just that skill points for improved skills would come from the least used skills.
How many skills you can become good at depends on the amount of skill points. A good amount, I think, would be enough to allow a character to become effecient in all of them, representing a balanced character. In practice no one will be equally good at every skill as they don't often have the need to use all the skills, so that will allow for some skills to be better than others and for characters to specialise.
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- Solfius
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I think the cap is important as it forces people to specialise and prevents everyone becoming expert at everything, which although people are versatile, isn't very realistic.
It also discourages players from treating Cantr as a skill training game as they will have to make choices about what they want to be good at.
I think that 5 years to improve a skill from minimum to maximum sounds about right given Cantr's timescales and the fact players are likely to want noticeable results.
It also discourages players from treating Cantr as a skill training game as they will have to make choices about what they want to be good at.
I think that 5 years to improve a skill from minimum to maximum sounds about right given Cantr's timescales and the fact players are likely to want noticeable results.
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