Skill system rewrite - Seko/Doug ideas

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AlchemicRaker
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Re: Skill system rewrite - Seko/Doug ideas

Postby AlchemicRaker » Fri Apr 30, 2010 9:03 pm

Snake_byte wrote:
Natso wrote:then I'd vote right now to have them removed from the existing system, just replace those numbers with some constant average numbers.


SO put it to how it was before skills when we were all equal and I'm not quite getting how fighting is immature... I guess all who fight must be?

No, BECAUSE we have strength and fighting, people ACT immature by spawn scumming until they get good stats.

Discourage spawn scumming by removing their temptation.

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Re: Skill system rewrite - Seko/Doug ideas

Postby Snake_byte » Fri Apr 30, 2010 9:32 pm

I don't see much of a problem with silent spawns dieing early...
You guys do know there is a waiting period of about 2 months for letting your newspawn die like that, right? Can't make another charrie until then.
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Re: Skill system rewrite - Seko/Doug ideas

Postby Pilot » Sat May 01, 2010 10:03 am

You could also hide fighting skill and strength :wink:
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Re: Skill system rewrite - Seko/Doug ideas

Postby Theda » Sat May 01, 2010 5:14 pm

If what you want is that players get interested in their characters, regardless of the fight ability or how strong they are, I think the solution might be to restrict these two characteristics.

I propose for a character to know how skilled in fighting and how strong it is, some time training has to pass, x years, so, I think we can compel the characters to integrate into society where they live.
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Re: Skill system rewrite - Seko/Doug ideas

Postby SekoETC » Sat May 01, 2010 6:19 pm

It might as well be hidden because people can figure it out from the damage they deal and how much they can drag. Although it would be nice if people could compare their strength against each other through other means than dragging, such as arm wrestling, regular wrestling, racing and such.
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Re: Skill system rewrite - Seko/Doug ideas

Postby Snake_byte » Sat May 01, 2010 6:21 pm

I think it's time to either -add- agility OR activate the Traveling skill....
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Re: Skill system rewrite - Seko/Doug ideas

Postby SekoETC » Sat May 01, 2010 7:39 pm

How are those two comparable?
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Re: Skill system rewrite - Seko/Doug ideas

Postby EchoMan » Sat May 01, 2010 9:00 pm

Snake_byte wrote:I don't see much of a problem with silent spawns dieing early...
You guys do know there is a waiting period of about 2 months for letting your newspawn die like that, right? Can't make another charrie until then.

Talk about being blind to the point. :)

The core of it all is to make people stop starving/suiciding every char that is not super strong/expert fighter. People do that with the system that is in effect today, waiting 20 days or not. We are discussing how this can be changed.
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Re: Skill system rewrite - Seko/Doug ideas

Postby CrashBlizz » Sat May 01, 2010 10:26 pm

I think it would be best if:

1. Everyone started as efficient at every skill and have average strength.
2. Learning skills/increasing strength was quicker
3. Skills not used got worse over time

That way everyone starts as equal and it allows people to specialise in any career of their choosing. At the same time it simulates someone who hasn't built a building in years (for example) having 'forgot' exactly how to do it the next time they come to build a room. It would also offer variety for each career depending on where a character is:

i.e. A blacksmith who uses charcoal would become good at forestry (because of the wood they get)/ one who uses coal good at digging. - If they swap jobs then each won't be as good in their new positions. In effect they won't be used to the new process they have to use.
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Re: Skill system rewrite - Seko/Doug ideas

Postby Snake_byte » Sun May 02, 2010 1:30 am

SekoETC wrote:How are those two comparable?


Agility could go towards how fast you can move your feet?
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Re: Skill system rewrite - Seko/Doug ideas

Postby returner » Sun May 02, 2010 5:59 am

Snake_byte wrote:
SekoETC wrote:How are those two comparable?


Agility could go towards how fast you can move your feet?


Yeah, this isn't Warcraft 3.. :lol: :lol:
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Re: Skill system rewrite - Seko/Doug ideas

Postby Piscator » Sun May 02, 2010 11:39 am

EchoMan wrote:The core of it all is to make people stop starving/suiciding every char that is not super strong/expert fighter. People do that with the system that is in effect today, waiting 20 days or not. We are discussing how this can be changed.


And how is getting rid of the skill entirely better than the original suggestions (that what CrashBlizz just wrapped up so nicely)? The problem is not that there are skills, but that people can go fishing for them by creating new characters. If everyone started out (almost) equal, there would be no problem at all.
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Re: Skill system rewrite - Seko/Doug ideas

Postby Snake_byte » Sun May 02, 2010 1:13 pm

Except that skills advance too slowly, So everyone would pretty much stay average. Except for only slight differences in older charries... And I'm talking about 40 and up...
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Re: Skill system rewrite - Seko/Doug ideas

Postby returner » Sun May 02, 2010 2:15 pm

Piscator wrote:
EchoMan wrote:The core of it all is to make people stop starving/suiciding every char that is not super strong/expert fighter. People do that with the system that is in effect today, waiting 20 days or not. We are discussing how this can be changed.


And how is getting rid of the skill entirely better than the original suggestions (that what CrashBlizz just wrapped up so nicely)? The problem is not that there are skills, but that people can go fishing for them by creating new characters. If everyone started out (almost) equal, there would be no problem at all.


Really? So we're designing this so people don't throw away characters?

Let's be honest here; out of every newspawn I've seen recently, most haven't thrown the character away. And I suspect the rest do it because they are either new or dont understand the game. (or don't like the area).

Do we have any statistics on throw-away spawns?

Piscator wrote:If everyone started out (almost) equal, there would be no problem at all.


So this is a legitimate, statistically significant problem? We are looking for a solution to throw-away spawns? :?
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Re: Skill system rewrite - Seko/Doug ideas

Postby SekoETC » Sun May 02, 2010 2:59 pm

There are 12 living characters with fighting skill in the register who were last active on the day they were spawned. Out of these four are awkward, four are novice, one is efficient and three are experts. One of the experts and the efficient one were spawned today so they don't necessarily count as abandoned. Also two of the awkwards and one of the novices were spawned yesterday, so it's too early to tell if they're abandoned. With such small numbers it's impossible to say for sure if fighting skill correlates with abandoning characters. Also many unwanted characters tend to steal and get killed within a day, so they wouldn't show up in the statistics. There were two characters in the register who had died very long ago so it's probably a bug that their skills haven't been wiped from the register.
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