Skill system rewrite - Seko/Doug ideas

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Re: Skill system rewrite - Seko/Doug ideas

Postby Piscator » Sun May 02, 2010 4:10 pm

Snake_byte wrote:Except that skills advance too slowly, So everyone would pretty much stay average. Except for only slight differences in older charries... And I'm talking about 40 and up...


Piscator wrote:Why do you assume that the learning rates will stay the same while everything else is going to be changed?


The proposed change is by the way not only supposed to stop suicidal newspawns, but quite generally to get you the character you want to play. The current skill system forces a char into a random mold and if it doesn't fit, you either have to start a new char or give a damn about your skills, two options of which none is desirable.
The proposed system would give you the option to get exactly the skills you want and would allow for proper specialization. You wouldn't discover that your village's tailor incidentally also is a master miner, although he never even left his house for 30 years. Skills would be worth something.
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Re: Skill system rewrite - Seko/Doug ideas

Postby returner » Mon May 03, 2010 5:01 am

Okay Piscator, What if there were three 'general' options for you to chose when you spawn your character?

- Combat
- Technology
- Harvesting

Obviously using better words, but I'm using that for the sake of explanation..

If you chose combat, every skill relating to combat will be randomly generated between efficient and expert, so you're more likely to have a combat-based character.
For technology, any construction of tool or machine or weapon will be between efficient and expert.
For harvesting, any gathering (food, wood, hematite, anything) will be between efficient and expert.

Depending on which you chose, it will lean towards a higher chance of being expert at it.

This allows for people to conceptualise what their character should be like BEFORE it spawns, and then cement that based on the area.

This way, we don't have to reprogram the entire system.. it's just a spawn recode.
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Re: Skill system rewrite - Seko/Doug ideas

Postby returner » Mon May 03, 2010 5:04 am

Also, perhaps when spawning, you could chose the order of the skills from 1 to 3..

So,

1. Harvesting
2. Technology
3. Combat

You'd be really great at harvesting.. there'd be a slightly lower chance of being expert at technology.. And you're likely to be poor at combat (though there is still that slight, slight chance you could be expert)
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Re: Skill system rewrite - Seko/Doug ideas

Postby EchoMan » Mon May 03, 2010 9:31 am

Piscator wrote:
EchoMan wrote:The core of it all is to make people stop starving/suiciding every char that is not super strong/expert fighter. People do that with the system that is in effect today, waiting 20 days or not. We are discussing how this can be changed.


And how is getting rid of the skill entirely better than the original suggestions (that what CrashBlizz just wrapped up so nicely)? The problem is not that there are skills, but that people can go fishing for them by creating new characters. If everyone started out (almost) equal, there would be no problem at all.


Please point me to where I said something about getting rid of the skill entirely. I fail to remember ever saying that. :)
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Re: Skill system rewrite - Seko/Doug ideas

Postby Piscator » Mon May 03, 2010 11:03 am

I confused you with Natso. My apologies. :wink:

returner wrote:This way, we don't have to reprogram the entire system.. it's just a spawn recode.


Well, that's what it's all about anyway. If you'd decide to drop the genes entirely (something at least I wouldn't oppose) "reprogramming the entire system" would consist of raising the learning rates and maybe non-linearizing the learning curve. And as for a spawn rewrite, nothing would be easier than giving everybody the same skills.
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Re: Skill system rewrite - Seko/Doug ideas

Postby returner » Mon May 03, 2010 2:23 pm

Well, if everything starts off as awkward? or efficent? (regardless..) then perhaps allow skill specialisation before spawning? So a character can chose 1 or 2 skills to be expert or skillful in? (randomises between expert/skillful)..

The genes was probably a huge implementation and it's a shame to see it go.
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Re: Skill system rewrite - Seko/Doug ideas

Postby CrashBlizz » Mon May 03, 2010 4:55 pm

I'm not keen on a 'skill specialisation before spawning' idea. I'm not really sure why I just don't think it would improve the game.

I'd rather see everyone spawn equal and choose a career/specialisation/ whatever you want to call it after finding out where they are and what's needed in their area. That way we might even get some cultural identities springing up for each area (or am I dreaming).
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Re: Skill system rewrite - Seko/Doug ideas

Postby returner » Mon May 03, 2010 5:09 pm

CrashBlizz wrote:I'm not keen on a 'skill specialisation before spawning' idea. I'm not really sure why I just don't think it would improve the game.

I'd rather see everyone spawn equal and choose a career/specialisation/ whatever you want to call it after finding out where they are and what's needed in their area. That way we might even get some cultural identities springing up for each area (or am I dreaming).


Well don't forget, it would still take real-life years before this latest batch of newspawns actually can influence the cultural identity.. but sure, I don't see why it wouldn't create culture.. Ie, the mountains would see expert miners etc..


The only reason I suggested being able to chose skills before spawn, is so it can (more closely) adhere to the introduction the game is given on the main cantr.net page.. In the sense that you can be what ever you want (pirate, chef, businessman).. it gives a boost in that direction, though the alternative suggestion doesn't hinder this purpose/goal either.
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Re: Skill system rewrite - Seko/Doug ideas

Postby Polt86 » Mon May 03, 2010 6:42 pm

Being able to be whatever you want needs to be taken in some context. Sure you can try to be a pirate when you happen to spawn in a completely land locked location. It would make next to no sense, and could arguably be considered a CRB if you did decide to pursue it, but it is still possible to be a pirate none the less.

If you were allowed to choose your characters skills before they spawned, I could see the situation happening where a character is given the skills to be an excellent pirate, only to spawn in a location far from any water. They would have to travel for some, up to several in game years in some cases, just to even find water. This is likely to turn off many players, leading to the character being abandoned anyways.
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Re: Skill system rewrite - Seko/Doug ideas

Postby EchoMan » Mon May 03, 2010 7:20 pm

Not all pirates should be super strong / expert fighters. That's what's wrong with todays system, where you choose to starve everyone that doesn't have those skills, just because you only want to have chars that can become murderers and pirates.
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Re: Skill system rewrite - Seko/Doug ideas

Postby Doug R. » Mon May 03, 2010 10:24 pm

Look, the fact of the matter is, if some power gamer doesn't want their wimpy character and is stuck with them, they'll just not play them or quit the game. There is nothing you can do stop people from killing off their wimps, and the more things you put in to discourage it just make things more irritating for everyone. If I actively play 6 characters that suck and fighting, and I really want a good one because it's something I want to play, then I should be able to spawn until I get one without having to cripple my account for a certain period of time. Who knows, maybe getting that power character will keep me interested in playing the others. If you want to solve the problem, give everyone a power character right off the bat, and then they have it and can be happy.
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Re: Skill system rewrite - Seko/Doug ideas

Postby EchoMan » Tue May 04, 2010 12:30 am

Doug R. wrote:Look, the fact of the matter is...

Ok, end of discussion. You forgot the Dudel caps by the way. :)
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Re: Skill system rewrite - Seko/Doug ideas

Postby Snake_byte » Tue May 04, 2010 2:24 am

Sure, can we pick location too? :D :lol:
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Re: Skill system rewrite - Seko/Doug ideas

Postby Polt86 » Tue May 04, 2010 2:51 am

Why not allow points to be spent on items as well while we are at it? :D
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Re: Skill system rewrite - Seko/Doug ideas

Postby returner » Tue May 04, 2010 2:53 am

Is it possible to test or trial the proposed idea for 6 real life months in one English continent?

Then, keep records of all spawns on English Continent 1, and English Continent 2. Check/compare if the implementation appears to be successful. If it is, apply it everywhere?

I'm doubting this is possible though :cry:
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