Coin-less skill improvement system
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- Use common sense and be respectful towards each other at all times, even when disagreeing.
- Do not reveal sensitive game information. Guild secrets, player seconds are examples of things not allowed.
Coin-less skill improvement system
How about an idea of 'practice makes master' when it comes to the skills?
Instead of training them they would increase on their own account when being used. You couldn't raise them any higher than what AG offers on your own, to increase your skills beyond the layman point you would require a tutor (guilds come into play here).
The hardest to increase this way would be animal handling and acrobat I believe, but that shouldn't be a big deal for most people.
So, skills would become a time investment rather than a financial one.
Opinions?
Instead of training them they would increase on their own account when being used. You couldn't raise them any higher than what AG offers on your own, to increase your skills beyond the layman point you would require a tutor (guilds come into play here).
The hardest to increase this way would be animal handling and acrobat I believe, but that shouldn't be a big deal for most people.
So, skills would become a time investment rather than a financial one.
Opinions?
I fear no evil for I am fear incarnate.
Re: Coin-less skill improvement system
And then money becomes even more useless than it already is.
Re: Coin-less skill improvement system
The idea is good and it fits with the realism focus Genesis has.
But I haven't seen a game where the implementation was satisfactory (Circle muds, Daggerfall, Morrowind & a few other PC games).
The result for me is normally to gear up in good protection and an assortment of crappy weapons, piss off as many small creatures as possible (find ones who have nice health/armour but poor fighting skills) and then just go for a coffee while your defence, parry, dodge & weapon skill improves. Switch weapon after the coffee break to work on another weapon skill and have a new break, etc. For daggerfall, face a wall and put weights on the run-, jump- and cast buttons (to train running, jumping, climbing & spells). For circle muds, add a trigger to keep casting some spell or use some defensive fighting technique.
I know botting is not allowed, so here I would have to have the coffee break by the computer.
Again, the idea _is_ good, imho. I just don't see how to make it work without encouraging people to bot (botting being illegal is not a solution to this). If that part can be solved, I am (probably) all for it.
But I haven't seen a game where the implementation was satisfactory (Circle muds, Daggerfall, Morrowind & a few other PC games).
The result for me is normally to gear up in good protection and an assortment of crappy weapons, piss off as many small creatures as possible (find ones who have nice health/armour but poor fighting skills) and then just go for a coffee while your defence, parry, dodge & weapon skill improves. Switch weapon after the coffee break to work on another weapon skill and have a new break, etc. For daggerfall, face a wall and put weights on the run-, jump- and cast buttons (to train running, jumping, climbing & spells). For circle muds, add a trigger to keep casting some spell or use some defensive fighting technique.
I know botting is not allowed, so here I would have to have the coffee break by the computer.
Again, the idea _is_ good, imho. I just don't see how to make it work without encouraging people to bot (botting being illegal is not a solution to this). If that part can be solved, I am (probably) all for it.
Booger/Cindy/Enigma
Re: Coin-less skill improvement system
Agreed with Ilrahil.. Skills should cost.. And the cost of them should perhaps raise as you grow. There is a huge huge huge Cash overflow on genesis.
I’m not a complete idiot. Some pieces are missing.
Re: Coin-less skill improvement system
Imbuements will potentially offer a huge money sink for players who want to invest in it.Alorrana wrote:There is a huge huge huge Cash overflow on genesis.
Skills are actually the most powerful factor in a player's power in Genesis. While I think it is interesting to consider this as a system, I also think it changes the game drastically, without any guarantee of improvement.
G.
Mmmmmm ... pie ...
Re: Coin-less skill improvement system
Well, you could always use such system in some guilds to get their guild skills like that.
Or give everyone a special they can use and it being the only way to train it. Special would be an offensive combat one, with a very long cooldown, usable in 3 ways: elbow, knee and kick (saw something similar on another mud and thought it was interesting). Elbow hitting in the head, knee in the body and kick in the legs. They could all be related to a single skill or each have its respective one (but then I believe they would be separate abilities and couldn't be put on global cooldown when one is used, not sure).
Nothing too powerful and providing some additional fun in combat and something to work on.
Or give everyone a special they can use and it being the only way to train it. Special would be an offensive combat one, with a very long cooldown, usable in 3 ways: elbow, knee and kick (saw something similar on another mud and thought it was interesting). Elbow hitting in the head, knee in the body and kick in the legs. They could all be related to a single skill or each have its respective one (but then I believe they would be separate abilities and couldn't be put on global cooldown when one is used, not sure).
Nothing too powerful and providing some additional fun in combat and something to work on.
I fear no evil for I am fear incarnate.
Re: Coin-less skill improvement system
Then skills would works the same as stats really? Go out and grind to see your stats AND skills raise?Rhaegar wrote:How about an idea of 'practice makes master' when it comes to the skills?
Instead of training them they would increase on their own account when being used. You couldn't raise them any higher than what AG offers on your own, to increase your skills beyond the layman point you would require a tutor (guilds come into play here).
The hardest to increase this way would be animal handling and acrobat I believe, but that shouldn't be a big deal for most people.
So, skills would become a time investment rather than a financial one.
Opinions?
I think its better to have two variables, stats and skills, and you earn them in different ways. Just like it is today.
Re: Coin-less skill improvement system
WoW style? find an attackable but invulnerable creature that does NOT hurt and improve all the combat skills you can while idling?
Re: Coin-less skill improvement system
Was just an idea (and I now know that not a very bright one) 
So, let's discuss the money sink idea now, which I believe I proposed somewhere before: more weapon skills.
There are now a lot of weapons which fall under the same category skill-wise but are not the same weapon type (polearms, staves and spears are different breed, not to mention lances).
Adding more skills for people to spend their money on and providing greater diversity among the guilds, not to mention the fact that you need to choose your eq more carefully.
Example of what I have in mind:
Army of Angmar
one-handed club
one-handed chain weapon
Blue Dragonarmy
one-handed sword
two-handed sword
Calian Warriors
one-handed sword
two-handed sword
two-handed spear
polearm
Dragon Order
unarmed combat
staff
Gladiators
one-handed axe
two-handed axe
KoS
one-handed sword
two-handed sword
one-handed club
one-handed chain weapon
one-handed axe
lance
Neidar Clan
one-handed axe
two-handed axe
one-handed club
two-handed club
Rangers
one-handed sword
one-handed spear
two-handed spear
Red Dragonarmy
one-handed spear
two-handed spear
polearm
Shadow Union
one-handed sword
knife
Something like that. There's no change for some guilds while others get 2 extra weapon skills (mercs get 8).

So, let's discuss the money sink idea now, which I believe I proposed somewhere before: more weapon skills.
There are now a lot of weapons which fall under the same category skill-wise but are not the same weapon type (polearms, staves and spears are different breed, not to mention lances).
Adding more skills for people to spend their money on and providing greater diversity among the guilds, not to mention the fact that you need to choose your eq more carefully.
Example of what I have in mind:
Army of Angmar
one-handed club
one-handed chain weapon
Blue Dragonarmy
one-handed sword
two-handed sword
Calian Warriors
one-handed sword
two-handed sword
two-handed spear
polearm
Dragon Order
unarmed combat
staff
Gladiators
one-handed axe
two-handed axe
KoS
one-handed sword
two-handed sword
one-handed club
one-handed chain weapon
one-handed axe
lance
Neidar Clan
one-handed axe
two-handed axe
one-handed club
two-handed club
Rangers
one-handed sword
one-handed spear
two-handed spear
Red Dragonarmy
one-handed spear
two-handed spear
polearm
Shadow Union
one-handed sword
knife
Something like that. There's no change for some guilds while others get 2 extra weapon skills (mercs get 8).
I fear no evil for I am fear incarnate.
http://tworzymyatmosfere.pl/przescieradla-jedwabne-z-gumka/