After those exciting changes, I finally had the time to test them.
First of all: It is really good you work on the whole subject and can run better tests now!
Before listing my observations, I have a, I believe very important, Question:
How are skill-Levels supposed to be converted into ingame RP knowledge?
In magic, being around lvl 100 makes you a full adept. Which I think is probable.
In smithing, lvl 20 I believe is enough to make swords around 200 or more Quality, depending on how much time you spend. So I guess to make 300Q (Perfect!!!) weapons, you might not lvl 200 in weapon making but more or less lvl 50 maybe?
In armor skills, being around lvl 70 is enough to minimize damage done by dlayo Gladiators (!) to about 70 per hit which makes standing next to them using magic really easy atm.
On the other hand it takes around 3-4 hours to skill from lvl 1 to 10 now, costing around 10k trias, which is 40x the income a regular farmer has within a month.
So, is there an overview what skilllevel is which ingame skill? Is any armor skill above 50 or 100 a hero/very very experienced fighter lvl? So that a young character should normally not reach these lvls?
A few things I observed:
Magic:
I have the feeling lvling is at a good pace atm, couldn't notice the difference between high realm spells and others. That seems good, but:
At lvl 45 brown way a stone fist does 91 damage while fist of the vulcano with red way lvl 90 does only 43 damage to certain targets. How is that possible? I like how spells do different damage on different targets, but such a huge difference?
LVLing job skills:
I had to fish around 70-80 fishes to lvl from fishing 2 to lvl 3. While the time spend might be fine as you can already fish many fishes, I wonder if it would not be possible to gain practice points in fishing when not catching a fish. You gain different amounts from different realm spells, wouldn't it be possible to implement pp gained when not catching a fish (as you should learn from mistakes!).
Economy:
I know in the mid ages having a sword was really expensive. But I still think that the system is messed up.
You pay around 5-10 tria for a good meal.
A farmer makes 250 tria a month.
So maybe a cook makes about the same, a little more?
A miner on the other hand gets 250 tria for two ores(!) if he sells those to harnquist.
A delivery boy gets a quest from Harnquist to pick up a weapon part from Trasok has to pay 50 trias to Trasok to complete the quest (how should a delivery boy have that much money?) and gets 3300 trias for completing the task.
A little boy asking to assist Harnquist picks up two apples at a tree infront of Harnquists smithy and gets 120 trias. Now tell me which farmer would choose working for a hard month instead of giving apples to Harnquist?
Next example is someone learning to repair weapons. He pays 100 trias for a repair kit. To get from lvl 0 to 1, he will spend at least 2000 trias on repair kits. How could someone afford that?
I would really like to have more characters who are not just over the top heros but more regular people (and with those lvls you can still enjoy stuff like questing, fighting and stuff without sticking to rats).
I think all comes back to the question which skill-lvl is what knowledge. I would say that the first 5-10 lvls are maybe common knowledge? Things that you learn by living? For example mace and hammer, lvl 5, should be the knowledge of a 15 year old who might have used sticks to fight rats or something? A female at age 20 should have a decent cooking skill?
I like to learn the pp from npcs in just about every skill I see cause I think at those lvls its a learning by doing thing? Wouldn't it be possible to learn skills without a npc to a certain lvl, just that it takes longer?
I would like some other opinions of other players as well, what skill is what knowledge ingame to you? How do you roleplay this?
so much from me.
Greetings,
Symasta
PS: Got a little late, I hope I wrote in a way that is understandable.
PPS: Is more detailed help wanted from the developers on this topic?