The fantastic skill system...

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

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Appleide
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Postby Appleide » Sat Apr 30, 2005 5:47 am

One day, a character of mine spawned, the char hit an animal, for 4 (with a fist), then several years later, she hits for 5 (with a fist), and the character did do the occasional fighting, but not enough I think to be considered 'regular practice'

Its a real story, except I am not saying anymore.

so yes, improvement does exist.

But what i think is, if you have a 'talent' with a skill when you first spawned, it might mean that you can accumulate experience much faster than a person without 'talent'.

to surly: was your char who got hit by a bear tired?
Peter
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Postby Peter » Sat Apr 30, 2005 8:31 am

I didn't know about "skills"? How does one find out his skills?
Not that good.
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Slowness_Incarnate
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Postby Slowness_Incarnate » Sat Apr 30, 2005 8:32 am

You can't. That's partially what people are complaining about.
NetherSpawn
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Postby NetherSpawn » Sat Apr 30, 2005 5:10 pm

Hunting skills are definitely messed up. From the experience of a couple of my characters, you train both blocking animals AND attacking animals by being whacked. Also, both my rough-and-ready Spanish character (who was killed by the implementation of hunger as separate from damge... he died carrying at least 4000 kilos of efficient healing food) and my similarly rough-and-ready desert character (spawned there) were abysmal at hunting. Blocking 14 damage maximum (after lots of training) on an iron shield, from animals, is just ridiculous. Similarly, my character who never failed to block ALL of an attack before the stats change, was almost killed when he had an iron shield and a war hammer by a character with no shield and a composite recurve bow. So, yes, I'm thorougly against stats as they are implemented. They destroy RP and consistency and logic and combat and survival and just about everything. I don't think there should be a such thing as starting stats, and since the engine for training is so contrived, there shouldn't be any trained stats either, at least not for fighting. Really, all they do is harm flexibility and a variety of other good things.
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TQ
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Postby TQ » Sun May 01, 2005 4:16 am

Just A Bill wrote:I heard someone comment that they had a character who had 20 years experience with a saber and was not hitting well with it. Assuming that the character was handed the saber as a newspawn, that character is now 40. Using a more realistic assumption that he took 5-10 years to make or otherwise acquire it, he is now almost 50. Perhaps age is a factor.

I know its not going to make me popular, but if age is not a factor, it should be. War is a young mans game... IRL, I would be more worried about a 25 year old with a knife than a 60 year old with claymore.

Ah, see know you're into the "does aging occur in cantr" debate!
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Okud
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Postby Okud » Sun May 01, 2005 9:39 am

Just a thought, but what if the skill system is deliberately made to advance so slowly as to take effect only in a few generations? And natural selection means you're gonna loose a lot of newspawns in a region until the figures align? *shrugs*
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Solfius
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Postby Solfius » Sun May 01, 2005 11:08 am

an observation:

my character working on a one hour project repeat was actually 4% short completing it after an hour. So, I think that skills may affect your work speed, to complete a project, and then 20% random deviation is applied to the result. Rather than affecting the result of the project.
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SekoETC
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Postby SekoETC » Sun May 01, 2005 11:36 am

Solfius, did you consider the effect of tiredness?
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Solfius
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Postby Solfius » Sun May 01, 2005 12:16 pm

ah, that could possibly be it
west
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Postby west » Sun May 01, 2005 5:31 pm

Okud wrote:Just a thought, but what if the skill system is deliberately made to advance so slowly as to take effect only in a few generations?


The problem with that is skills aren't inheritable. A blacksmith's son isn't automatically going to be bigger and stronger just because his dad worked at an anvil 30 years, and a hunter's son gets his skill from following his dad around, not from genetics.
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Nick
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Postby Nick » Sun May 01, 2005 6:00 pm

west wrote:
The problem with that is skills aren't inheritable.

Wrong...
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Solfius
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Postby Solfius » Sun May 01, 2005 6:04 pm

sounds like a genetics vs environment debate forming up...

I think that some genetic predisposition or skill may be passed along, but won't account for it all. Talent needs to be honed in order to become skill
The Industriallist
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Postby The Industriallist » Sun May 01, 2005 6:12 pm

It's been stated before that skills are inherited...that is, the blacksmith's son would be stronger than average. Or as cantr runs, the blacksmith being in town would make the spawns tend to be stronger.

Now, that isn't reasonable from an RL perspective, but I don't see why it's unreasonable in cantr.
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Solfius
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Postby Solfius » Sun May 01, 2005 6:21 pm

The Industriallist wrote:It's been stated before that skills are inherited...that is, the blacksmith's son would be stronger than average. Or as cantr runs, the blacksmith being in town would make the spawns tend to be stronger.

Now, that isn't reasonable from an RL perspective, but I don't see why it's unreasonable in cantr.


Beg your pardon, you're right. A slight lapse into madness on my part.

Yes, that works fine in Cantr.
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Junesun
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Postby Junesun » Sun May 01, 2005 6:22 pm

The problem with that is skills aren't inheritable. A blacksmith's son isn't automatically going to be bigger and stronger just because his dad worked at an anvil 30 years, and a hunter's son gets his skill from following his dad around, not from genetics.


Right, West, according to Darwinism, anyways. Cantr is based on Lamarckism.
Last edited by Junesun on Sun May 01, 2005 7:07 pm, edited 1 time in total.

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