kinvoya wrote:I vote twice for what Lumin said. It's so simple and it solves many problems plus it makes sense. Everybody starts at a low skill base and:
1) Chars can get better at what they do a lot of. Practice = skill
2) Every char can have a randomized speed at which they can improve = skill
3) Every char can have a randomized maximum level they can reach = skill
This way chars can actually figure out if they are good at something they want to do pretty quickly. Plus they can still do it and get at least somewhat better at it even if they aren't as skilled (speed of learning + level of achievement) as other chars although they might also decide to try to find something else they can do better. It seems to me this is the purpose of skills unless I'm misunderstanding.
Plus, with the inheritance it makes sense that in a town of skillful weavers newspawns would tend to have good weaving skills.
It's also possble that this is close to what we have now but our chars just can't tell. Would it be so terrible if the chars got little private messages once in a while like: You see your weaving skill improving? You are now an above average novice weaver. I dunno. I know everybody will scream leveling but since our chars don't have real sensory feedback we have to have some way of perceiving improvement.
NO!!!!!
This is why I play this game, there are no levels! This would just make it into a more hack n' slash type game. I mentioned this earlier, but apparently people overlooked it. We will have people just saying stuff like, "Yes! I just got better at weaving!" And then they will think to themself, "Yes! Only five more weaving projects and I will be even better!"
No. This can't and shouldn't happen.
Now, I can see something where it shows how good you are, but I don't really like direct signs of progression. Improvement is a gradual thing, it doesn't come in chunks and levels.
