Skill System Problems

General out-of-character discussion among players of Cantr II.

Moderators: Public Relations Department, Players Department

User avatar
EchoMan
Posts: 7768
Joined: Fri Aug 26, 2005 1:01 pm
Location: Stockholm, Sweden

Re: Skill System Problems

Postby EchoMan » Mon May 14, 2012 12:09 pm

There are no levels, it's a linear increase of skill. The words we use are just "random" denominations along this line.
toon
Posts: 948
Joined: Wed Nov 07, 2007 11:00 pm

Re: Skill System Problems

Postby toon » Mon May 14, 2012 12:33 pm

Ok, well each time you cross into the next denomination.
User avatar
Doug R.
Posts: 14857
Joined: Wed Mar 23, 2005 6:56 pm
Contact:

Re: Skill System Problems

Postby Doug R. » Mon May 14, 2012 1:36 pm

We don't do that, because this isn't a game where "leveling up" is considered in any way important, and as Echoman said, there are no real levels anyway. I agree characters should be able to determine their progress, but there is a lot of resistance to posting raw numbers for the skills.
Hamsters is nice. ~Kaylee, Firefly
toon
Posts: 948
Joined: Wed Nov 07, 2007 11:00 pm

Re: Skill System Problems

Postby toon » Mon May 14, 2012 1:43 pm

Ok, doesn't have to be numbers. Saying that this game isn't a stating game, but them having everyone complain about not being able to get better skills easily enough is kind of contradicting. I don't want the game to be just another rpg game where you grind to get levels, but there should be something that lets you know when you've gotten better.
User avatar
Doug R.
Posts: 14857
Joined: Wed Mar 23, 2005 6:56 pm
Contact:

Re: Skill System Problems

Postby Doug R. » Mon May 14, 2012 1:56 pm

Every time you complete a project or hit something, you get better. Every time. You just want to know how much better, which means posting raw numbers.
Hamsters is nice. ~Kaylee, Firefly
toon
Posts: 948
Joined: Wed Nov 07, 2007 11:00 pm

Re: Skill System Problems

Postby toon » Mon May 14, 2012 2:02 pm

All I want is, for example, if I hit an animal and I go from awkward to novice, I want "You are now a novice hunter." displayed on the event page.
User avatar
EchoMan
Posts: 7768
Joined: Fri Aug 26, 2005 1:01 pm
Location: Stockholm, Sweden

Re: Skill System Problems

Postby EchoMan » Mon May 14, 2012 2:07 pm

Correction:
Doug R. wrote:Every time you complete turn you work on a project or hit something, you get better. Every time. You just want to know how much better, which means posting raw numbers.
User avatar
Doug R.
Posts: 14857
Joined: Wed Mar 23, 2005 6:56 pm
Contact:

Re: Skill System Problems

Postby Doug R. » Mon May 14, 2012 2:36 pm

toon wrote:All I want is, for example, if I hit an animal and I go from awkward to novice, I want "You are now a novice hunter." displayed on the event page.

But you already have that. You'll see it the next time you hunt, or even that time if you change between animals.

You novicely attack a hawk for 12 damage
You awkwardly attack a bear for 12 damage
Hamsters is nice. ~Kaylee, Firefly
User avatar
Hedgedhogst
Posts: 305
Joined: Thu Oct 20, 2011 10:54 pm
Location: London, England

Re: Skill System Problems

Postby Hedgedhogst » Mon May 14, 2012 2:42 pm

This was good enough for me... First time that character hunted too. 8)

3578-0.28: You expertly hurt a jackrabbit using an old bone knife, which loses 9 strength.
3578-0.28: You expertly hurt a warthog using an old bone knife, which loses 4 strength.
3578-0.28: You expertly hurt an ocelot using an old bone knife, which loses 9 strength.
3578-0.28: You expertly hurt an antelope using an old bone knife, which loses 9 strength.
3578-0.28: You expertly hurt a water buffalo using an old bone knife, which loses 8 strength.
3578-0.28: You skillfully hurt a striped hyena using an old bone knife, which loses 9 strength.
3578-0.28: You skillfully hurt a pelican using an old bone knife, which loses 9 strength.
Image
3431-5.19: You novicely kill a badger using a bare fist.
4037-4.03: You expertly kill an elephant using a crumbling bone spear.
toon
Posts: 948
Joined: Wed Nov 07, 2007 11:00 pm

Re: Skill System Problems

Postby toon » Mon May 14, 2012 2:47 pm

Yes but for things besides hunting and fighting?
User avatar
SumBum
Posts: 1903
Joined: Fri Jan 05, 2007 10:57 pm

Re: Skill System Problems

Postby SumBum » Mon May 14, 2012 2:53 pm

I can verify that all skills do increase "levels" but fighting and hunting are the only ones that people will notice unless they check their char's description screen. I've one char who is obsessive about improving skills and has brought several up to expert even from awkward. Thankfully that char has someone in his life who doesn't care if he spends his time sewing 70 loin cloths or whatever. :lol: Otherwise, most of my chars don't worry about their skill levels overall. It's more of a conversational piece than anything.
I don't know karate, but I know KA-RAZY!! - James Brown
User avatar
Doug R.
Posts: 14857
Joined: Wed Mar 23, 2005 6:56 pm
Contact:

Re: Skill System Problems

Postby Doug R. » Mon May 14, 2012 2:56 pm

toon wrote:Yes but for things besides hunting and fighting?

Since "leveling" doesn't mean anything, I'm against adding more code to the game to deliver a message about reaching an arbitrary milestone. Skills increase much more rapidly than hunting and fighting. All you need to see your progress is make a skill list when you spawn, and then check it every 5 years. you'll see your skills increasing.

But, that's just me. If the programming department wants to code it, I honestly don't care.
Hamsters is nice. ~Kaylee, Firefly
toon
Posts: 948
Joined: Wed Nov 07, 2007 11:00 pm

Re: Skill System Problems

Postby toon » Mon May 14, 2012 2:57 pm

Which brings us back to the problem, thank you Sumbum. How do we make the skills relevant to the characters rather than them just kind of being there? Do you think any of my suggestions would positively change the game or should I try to think of something else?
User avatar
EchoMan
Posts: 7768
Joined: Fri Aug 26, 2005 1:01 pm
Location: Stockholm, Sweden

Re: Skill System Problems

Postby EchoMan » Mon May 14, 2012 3:03 pm

There are other suggestions. Item quality, make it even longer for awkwards to complete things, etc.
toon
Posts: 948
Joined: Wed Nov 07, 2007 11:00 pm

Re: Skill System Problems

Postby toon » Mon May 14, 2012 3:21 pm

But does that enhance the game? I think making things take even longer will just make thins boring. If you make it to where items have skill requirements, it gives them something to work towards. It might even inspire people to be more active, but that's never a sure thing.

Return to “General Discussion”

Who is online

Users browsing this forum: No registered users and 1 guest