skill poll
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- kinvoya
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- formerly known as hf
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I was only kidding kinvoya, I don't bother with that, it does seem unnatural, and it's not how i'd choose to play a game - which is why I dislike the idea of any overt description of 'stats' - I liked the move from numbers to bars, but still maintain that descriptions would be better...
If skills are listed - they should be quite vague - and there should be no direct indication of exactly when and how they have been improved - but I do think any randomisation should be very limited - this would make things more intuative - so that when you hunt and do a lot of damage - you can be more certain that it's because your character is good at it - and that it's not just luck - similarly with projects, when they finish with larger amounts, it should be because the character's good at that, not that it's random etc etc...
Numbers and lists are not intuitive - their unnatural, and have no place in Cantr I don't think
If skills are listed - they should be quite vague - and there should be no direct indication of exactly when and how they have been improved - but I do think any randomisation should be very limited - this would make things more intuative - so that when you hunt and do a lot of damage - you can be more certain that it's because your character is good at it - and that it's not just luck - similarly with projects, when they finish with larger amounts, it should be because the character's good at that, not that it's random etc etc...
Numbers and lists are not intuitive - their unnatural, and have no place in Cantr I don't think
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Sarah
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hallucinatingfarmer wrote:I use OpenOffice
Is OpenOffice any good? I've got WordPerfect and Quattro Pro on my home computer, which are decent enough if I don't have Word or Excel, but nothing I can work on my PowerPoint projects with . . .
Oh, right, on-topic: I don't notice skills (or tiredness) at all. Just that projects don't finish when I want them to.
hallucinatingfarmer: I think your sig is messing up my screen. Don't know why, it's not that big . . .
- formerly known as hf
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NetherSpawn
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About the skills...
Wouldn't it make more sense if you had innate PHYSICAL ATTRIBUTES? Such as (cue for loud, jumpy people to whine about role-playing games) strength, agility, and whatnot? Perhaps more detailed than that, such as Hand-eye coordination, Reflexes, etc.
The point is, no one has an innate magical chess skill, or weaving skill, or coal mining skill. What does a chess prodigy have? A combination of attributes (and mindset) that allow him/her to become a master of chess. There is no 'weaving' gene, even if there IS a 'weaving' skill, which I actually doubt.
Skills would be trained abilities do to particular tasks or types of tasks, and inherent statistics would govern your innate ability to do things. And it would be good if characters had a rough grasp of their basic attributes. A little balance on the doling out of attributes would be nice, too, but if nothing else this would provide a logical correlation between the things a character is good at.
On a slightly separate rant, Iron Shields should be useful. What the hell is the point of getting up to an iron shield so that you can block 14%? Honestly... an iron shield can be barely enough to survive MILD animals. And yes, that's with maximum training and minimal tiredness, and it happens over and over, etc.
Wouldn't it make more sense if you had innate PHYSICAL ATTRIBUTES? Such as (cue for loud, jumpy people to whine about role-playing games) strength, agility, and whatnot? Perhaps more detailed than that, such as Hand-eye coordination, Reflexes, etc.
The point is, no one has an innate magical chess skill, or weaving skill, or coal mining skill. What does a chess prodigy have? A combination of attributes (and mindset) that allow him/her to become a master of chess. There is no 'weaving' gene, even if there IS a 'weaving' skill, which I actually doubt.
Skills would be trained abilities do to particular tasks or types of tasks, and inherent statistics would govern your innate ability to do things. And it would be good if characters had a rough grasp of their basic attributes. A little balance on the doling out of attributes would be nice, too, but if nothing else this would provide a logical correlation between the things a character is good at.
On a slightly separate rant, Iron Shields should be useful. What the hell is the point of getting up to an iron shield so that you can block 14%? Honestly... an iron shield can be barely enough to survive MILD animals. And yes, that's with maximum training and minimal tiredness, and it happens over and over, etc.
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- Nixit
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Lumin
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NetherSpawn wrote:About the skills...
Wouldn't it make more sense if you had innate PHYSICAL ATTRIBUTES? Such as (cue for loud, jumpy people to whine about role-playing games) strength, agility, and whatnot? Perhaps more detailed than that, such as Hand-eye coordination, Reflexes, etc.
The point is, no one has an innate magical chess skill, or weaving skill, or coal mining skill. What does a chess prodigy have? A combination of attributes (and mindset) that allow him/her to become a master of chess. There is no 'weaving' gene, even if there IS a 'weaving' skill, which I actually doubt.
Skills would be trained abilities do to particular tasks or types of tasks, and inherent statistics would govern your innate ability to do things. And it would be good if characters had a rough grasp of their basic attributes. A little balance on the doling out of attributes would be nice, too, but if nothing else this would provide a logical correlation between the things a character is good at.
That's exactly what I've been saying all along. If we have to have skills that's how I'd prefer them to be implemented.
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Lumin
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Had to leave before I finished posting, but as an addendum to that I think the only "stats" that would really be necessary are strength and dexterity.
Strength would effect the base ability at farming, mining, and resource gathering in general, since they represent long hours of strenuous activity.
Dexterity would come into play when making tools, weapons, clothes, or other crafting activites.
Combat and hunting could be like an average of the two.
It makes a lot more sense than something like being good at mining hematite but bad at mining stone, if that's even how the skill system works.
Some form of 'progress report' at an activity every now and then would be a must though, as would noticeable improvement after enough time spent on a certain project, though I don't think anyone here wants to see hard numbers.
I know some concern has been expressed about a 'leveling treadmill' but I honestly don't think that'll be a problem. Someone does weaving projects all the time, well, so what? They're a tailor, that's what they'd be doing anyway, skills or no skills. There's nothing inherently wrong with having a career or practicing with the intent of getting better at something. So what if guards want to practice combat? I would hope they would do everything possible to get good at their job, considering the fact that they're supposed to be protecting my character.
And I think I like the idea that this might encourage people with tools and machines to open vocational schools or apprenticing newspawns to train them at a skill. Not only would it be good for the economy and create jobs, but from an RP perspective it would help eliminate the problem of poor RPers just jumping onto a complicated project without even bothering to learn about it.
Of course, however they're eventually implemented, I agree with Kinvoya and others that the effects of skills need to be more visible. Otherwise most players will either just ignore them or not realize they exist, and all the apparently hoped for effects on the economy will never happen if towns or businesses don't see a reason to change the way they operate.
Strength would effect the base ability at farming, mining, and resource gathering in general, since they represent long hours of strenuous activity.
Dexterity would come into play when making tools, weapons, clothes, or other crafting activites.
Combat and hunting could be like an average of the two.
It makes a lot more sense than something like being good at mining hematite but bad at mining stone, if that's even how the skill system works.
Some form of 'progress report' at an activity every now and then would be a must though, as would noticeable improvement after enough time spent on a certain project, though I don't think anyone here wants to see hard numbers.
I know some concern has been expressed about a 'leveling treadmill' but I honestly don't think that'll be a problem. Someone does weaving projects all the time, well, so what? They're a tailor, that's what they'd be doing anyway, skills or no skills. There's nothing inherently wrong with having a career or practicing with the intent of getting better at something. So what if guards want to practice combat? I would hope they would do everything possible to get good at their job, considering the fact that they're supposed to be protecting my character.
And I think I like the idea that this might encourage people with tools and machines to open vocational schools or apprenticing newspawns to train them at a skill. Not only would it be good for the economy and create jobs, but from an RP perspective it would help eliminate the problem of poor RPers just jumping onto a complicated project without even bothering to learn about it.
Of course, however they're eventually implemented, I agree with Kinvoya and others that the effects of skills need to be more visible. Otherwise most players will either just ignore them or not realize they exist, and all the apparently hoped for effects on the economy will never happen if towns or businesses don't see a reason to change the way they operate.
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