The fantastic skill system...

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

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The Sociologist
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Postby The Sociologist » Mon May 02, 2005 4:10 am

The Industriallist wrote:Missing a large possibility:
We have very little evolutionary effect, and little or no skill-growth effect.

Yes, but we already know this. My options (1) - (3) were intended to address in what way the evolutionary effect is "little". Clearly it does not work by simple averaging. A newspawn is not spawned with an average of the town's skills. We now know that. Either his skills are still largely randomized or else he is assigned a random "parent" to "inherit" from. Or else the genetics part hasn't been implemented.
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Postby The Industriallist » Mon May 02, 2005 4:32 am

No, you misunderstand. Or maybe I miswrote. It should have been "we have had".

The point was that even if skills were changing fast, you wouldn't yet see what you're assuming you should be.
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Junesun
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Postby Junesun » Mon May 02, 2005 9:24 am

I don't think skills numbers should be visible, especially not for a short time because that would give a disadvantage to players joining afterwards or players not logging in during that time.

Also, there's the problem that numbers don't say much without context, i. e. you may find for example that your character in Karnon area has very low potato-harvesting skills compared to your other characters, but that he is nevertheless the best on that whole island. I believe the development of regional specialties that might even develop into in-game clichés like "The best miners are from Reniov region", "The best hunters are from Aki island" (just examples) is the natural outcome of the current skill system.

I do find it problematic that there is currently no easy way to get even a slight idea about what your character is good at / not so good at, apart from hunting. Of course he can always just continue life as before and hone whatever skills he needs that way, but for game purposes it would be nice to be able to say "Employ me, I'm a much better smith than he!" - without turning this into a stats-driven game like thousands of other RPGs.

I have an idea...
How can you tell in real life that you are good at harvesting something / making clothes / working with wood or the like? There are no numbers to tell you, but if you work with others, you can just compare your working to theirs. E. g. do I make more mistakes? Are my movements more clumsy / less practised? And it all boils down to: am I progressing faster than they or not?
That information could be programmed into the character descriptions just like it is already programmed for people on the road: he is walking faster / slower / at your pace would become he is working / faster / slower / at your pace. Perhaps even much faster / much slower. For when you both do the same kind of project, of course, otherwise it wouldn't make sense. When tools are used to do things more quickly, that should either be left out of consideration for that description, or, preferably, mentioned in the description ("He is harvesting asparagus with an asparagus harvest knife"), so that people don't need to wonder why others work much faster while having the same damage / tiredness rates.

The result would be that your character could compare his skills to those of the people around him, without using OOC information and without using concrete numbers. It would also mean that if he's above average for his region and below average in a different region, he won't know and it won't matter because it's no use to know that e. g. hunters are much better on one of far islands if you can't bring them to your town to deal with the wild animals. The region has to make do with what it has been given and if a skill is particularly important in that region, it will eventually be native to all people spawning there.

Finally, may I remind people that killing off characters for OOC reasons such as undesired spawning point or undesired skills configuration is a clear breach of the Capital Rule.
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Solfius
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Postby Solfius » Mon May 02, 2005 10:16 am

That sounds like a good idea Junesun. The only query I have is how would it work for hunting/combat? As these aren't projects and therefore you would't see it on the character description page.
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Postby 15454 » Wed Dec 21, 2005 3:11 am

Sorry to bump a topic that is 6 months old.


I got a character who can hit 50%+ with a sabre. Barley over 50.
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Pirate Lass
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Postby Pirate Lass » Wed Dec 21, 2005 10:20 am

I'm a bit annoyed at the lack of improvement in a character's hunting skills.

If you have a person that hunts about 8 different species of animals daily, for years, with the same weapon type - you would think they would show SOME improvement at some point.

Frustrating as the animals have killed just about everyone else off there.
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Sunni Daez
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Postby Sunni Daez » Wed Dec 21, 2005 11:27 am

Pirate Lass wrote:I'm a bit annoyed at the lack of improvement in a character's hunting skills.

If you have a person that hunts about 8 different species of animals daily, for years, with the same weapon type - you would think they would show SOME improvement at some point.

Frustrating as the animals have killed just about everyone else off there.


I agree with that...I have seen 1 charri improve, but the one that hunts the most...doesn't..
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nitefyre
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Postby nitefyre » Wed Dec 21, 2005 12:53 pm

:lol: I gave up trying (to improve my skills).
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SekoETC
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Postby SekoETC » Wed Dec 21, 2005 12:55 pm

I have seen ABSOLUTELY no improvement in my characters' skills. Could it be that I tend to make them only work on things they're good at, if possible? Anyway, one of my characters is awkward in fighting and used to be a town guard, but had to give up on that because of the skill addition, thank you very much. Now I keep him inside and he trains on himself every day. Mostly he misses but lately he managed to do 3 damage with a boneclub :)
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Nalaris
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Postby Nalaris » Wed Dec 21, 2005 5:33 pm

I've got a character who's trying to become a great hunter and has been training for about a week, real time. Now I'm hearing about people who've been training for years with no improvement, and I think I'll be awkward forever...
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Stan
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Postby Stan » Wed Dec 21, 2005 5:43 pm

My Aki character did improve his hunting skill after about 1 year of daily hunting in Cantr time. In the year since he has not yet improved.
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wichita
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Postby wichita » Wed Dec 21, 2005 6:53 pm

I have actually seen at least three characters improve their skills off the top of my head, though I have not noticed any of mine change (of course, I haven't been watching my own that closely).

Characters that have improved are probably are on the edge of the transition value between skill descriptions, if I may hazard a guess as to why a few have improved. Not that I know how the programming works behind it, but if I had to guess. :)
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SekoETC
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Postby SekoETC » Wed Dec 21, 2005 8:17 pm

Oooh, my character went from 3 damage with a boneclub to 4 damage. Wheeeeeeee! Hmm... wait, I think something like that happened to Seko as well, when shooting lions daily. And it may have been a couple of times. But still no movement from skill class to another.
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Devil
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Postby Devil » Thu Dec 22, 2005 2:47 am

I can see why the skill system is disliked, to a degree I feel the same, but it's been good to my characters so far. Those I imagined to be strong, are, and vice versa.

I've had a character improve her hunting skill. I don't know how it works, but went hunting one day, hit three animals, first two were skillful and the last was expertly.
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HoH
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Postby HoH » Thu Dec 22, 2005 4:08 am

Sorry, but I am not too happy with the skill system. I have a sargeant in the army, renowned for battle skills, only a novice in combat. Great. That was embarassing for her. And me.

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