PlaneShift
Gameplay => Wish list => Topic started by: Nightrogue on June 01, 2005, 06:48:37 am
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I am just wondering, are there any plans for implementing an experience based system for increasing your skills? Im not talking about progression points here. No matter how many progression points you have you still end up having to pay somone to teach you. Im talking about slowly gaining sword skill points from using swords, mining skill points from mining etc. I think that if that were implemented then the training system and experience system would compliment each other well. For instance, it would be hard to gain skill by experience in climbing when you have 0 skill points, so you pay for some training to start you off, and then start \"practicing\".
Basically i just get a slight sense of unfulfillment by having to fork out money to learn anything whatsoever. So......any plans to change the system, or is it already said and done?
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It more or less already is like you want it.
You have to pay for lessons first to get the theoretical knowledge (the left part of the bar (red?)). Only after you\'ve acquired the appropriate amount oftheoretical knowledge, you can start applying it practically. After the appropriate amount of practice for that skill you gain a new level in it.
Sounds logical to me :]
Yea, I\'m also sometimes mad how expensive the theoretical lessons (=training) are, but then again, this actually makes it more life-like and more playable in the long run. Of course that means that your progress is a little bit slower, but in a game like PlaneShift you have all the time in the world. You must remember that it\'s ever evolving and will always remain for free. :]
Enjoy your stay,
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sigh...... i say again, *Im not talking about progression points here. No matter how many progression points you have you still end up having to pay somone to teach you.* Please read the whole post before replying. And im not trying to bash planeshift here, its an awesome game, but i think the current system seems more unrealistic than the one i mentioned, for the sole reason that i think that charecters should be capable of learning independantly, without ANY outside help. This is more reflective of real life than having to learn by practicing what other people have taught you.
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I have thought about doing it and it\'s possible we could have that. But it would take much more time to learn on your own than it would to learn using a trainer as well.
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I also agree... I mean how many of our greatest minds with the highest science, history and etc. \"levels\" never went to collage or \"bought theoretical knowledge\" Theoretical knowledge can SPEED UP learning by far granted but is not one of learnings prerequisites
EDIT: I Personaly have degrees from the two MOST PROMINANT universities in the MULTIVERSE \"The School Of Hard Knocks\" and \"Trial and Error Tech\" ;) :P so i know what im saying
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sweet idea xordan :D
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Originally posted by Nightrogue
Im talking about slowly gaining sword skill points from using swords, mining skill points from mining etc. I think that if that were implemented then the training system and experience system would compliment each other well. For instance, it would be hard to gain skill by experience in climbing when you have 0 skill points, so you pay for some training to start you off, and then start \"practicing\".
Erm....but that\'s how progression points work. You pay some money, and then start practicing in the field.
Unless you mean the character stops using progression points altogether after a certain level, in which case I like the idea. PP could be like an apprentice stage of sorts, which would make a lot of sense.
Your description of what you\'d like implemented was a bit vague. I can understand why Hook said what he did. Even if I read over your initial post again, it would still sound like the PP system to me. =/
~Indi
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Progression Ponts make me feel...like I am playing Might & Magic...you just can\'t simply level up without someone ripping of 500k gps from your pockets! But PP\'s are even worse...there is not 1 trainer...that could be easily found...but a lot...Although I don\'t complain much...still you should gain points in skills even if you don\'t train with someone...
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Originally posted by MaidenIndigo
PP could be like an apprentice stage of sorts, which would make a lot of sense.
I agree emphatically. Paying for skills doesn\'t make much sense. The most \"realistic\" system would do away with PP altogether, and have an apprentice-like system where you would work with an NPC intermittently to train (tutorial) in combination with real-world practice. Charging for this for a while is needed to force some degree of specialization. (though, some skills need to cost more than others, and the cost should go up with each point) After the apprentice period the skill would advance slowly with use. (each point more slowly than the last) Thus, there would be no general pool of annoying \"points\", but each individual skill would advance independently in a more natural way.
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Definitely. Furthermore, each skill could be divided into certain levels (i.e. points 0-10 = novice, 10-20 = adept, etc.). To accelerate training through your level (gain points faster), you could train with a master of that level for a certain price.
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Originally posted by Cha0s
Definitely. Furthermore, each skill could be divided into certain levels (i.e. points 0-10 = novice, 10-20 = adept, etc.). To accelerate training through your level (gain points faster), you could train with a master of that level for a certain price.
Nice idea! I like that allot. Though, some skills wouldn\'t have masters that aren\'t willing to give up their knowledge. Mages would be generally refuse to expose their secrets for any price. The more common skills like swordsmanship, climbing, or basket weaving would have plenty of nice, helpful teachers willing to school intermediate students. And, slightly more advanced skills like herbalism or body development (it\'s going to be for HP, but the name is a bit non-intuitive...) would still have teachers available, but for a higher price.
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Of course. I also think that players should have the ability to become teachers when they reach a certain level. They could charge or offer their services for free. This would add some nice realism and encourage player-player interactions and *hopefully* RP (though I can see it doing the opposite as well :\\ ).
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Quote:Originally posted by Nightrogue
Im talking about slowly gaining sword skill points from using swords, mining skill points from mining etc. I think that if that were implemented then the training system and experience system would compliment each other well. For instance, it would be hard to gain skill by experience in climbing when you have 0 skill points, so you pay for some training to start you off, and then start \"practicing\".
Erm....but that\'s how progression points work. You pay some money, and then start practicing in the field.
Unless you mean the character stops using progression points altogether after a certain level, in which case I like the idea. PP could be like an apprentice stage of sorts, which would make a lot of sense.
Your description of what you\'d like implemented was a bit vague. I can understand why Hook said what he did. Even if I read over your initial post again, it would still sound like the PP system to me. =/
~Indi
Sorry, i didnt make that clear enough. What i meant was that it would be hard to level up in climbing though experience when you are unable to climb. Therefore you would pay for some training in order to get you good enough that you ARE able to climb, albeit not very well, and you could then just keep climbing walls randomly to increase you skill BEYOND what the trainer has taught you.
Also...
~Mages would be generally refuse to expose their secrets for any price.~
You could probably get them to teach you by doing a quest or something to gain their trust.
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A question to the devs
I am just wondering, are there any plans for implementing an experience based system for increasing your skills? Im not talking about progression points here. No matter how many progression points you have you still end up having to pay somone to teach you. Im talking about slowly gaining sword skill points from using swords, mining skill points from mining etc. I think that if that were implemented then the training system and experience system would compliment each other well. For instance, it would be hard to gain skill by experience in climbing when you have 0 skill points, so you pay for some training to start you off, and then start \"practicing\".
Basically i just get a slight sense of unfulfillment by having to fork out money to learn anything whatsoever. So......any plans to change the system, or is it already said and done?
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i think hes a bit right but i woul like to see a system thats more like this: u go out and fight u see ur exp goes slowly up but wen u train ur exp goes up few times as fast. so u dont have to pay for lessons but if u do u will get exp much faster
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just like wetanaf said, it would be fine if you gained experience by just fighting against monsters etc.... and when you reach a certain amount of experience-points, you go 1 level up.
in the beginning, this will go fast, and there will not be a lot of exp. points needed to go up a level. but later it will need more exp. points.
and (maybe) that if you reach a certain level, let\'s say 10, then you will be able to use the most less damaging sword.
when you reach level 20, you will be able to use a better sword, and so on.....
but there could also be an option that one can go to a NPC to train, but that\'ll cost money but will give you more exp. points
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I like Xordan and Chaos\' ideas (not that I didn\'t suggest them too at some point)...
But I too agree that a person using a sword (day in and day out) will gain knowledge by simply using it. I also agree that a tutor should increase the learning curve.
So how about this? Simply swinging the blade teaches something - maybe one tenth what would have been learned if one had a trainer?
So without paying for knowledge, one must swing the sword ten times to gain the same knowledge he would have received with one swing had he chosen to study under a trainer.
Note: the numbers are arbitrary as is the skill and sex of the character. (I don\'t want to offend or exclude)
You could make this more interesting if the amount gained from performing an activity were tied to the character\'s intelligence - smarter learn faster with or without a trainer. So give the base training value a multiple that either adds or subtracts knowledge learned based on INT. That\'s right, low INT, hard to train...
But I would also like to see Primary Stats training changed. It should be very hard to increase these stats as they are the limitations of the character. You shouldn\'t be able to train away low INT. For example, you won\'t see many people with an 80 IQ raising their IQ to 120 in their lifetime.
Same goes for the other Primary Stats. In PS, the Primary Stats are easier to max then the skills. This is just goofy and makes NO sense whatsoever. It also removes the need to form groups to go after monsters as everyone will be able to take on anything eventually. An Ulber should require a group to hunt it. A ranger (huntsman) to find them and hitting the target from a range, a couple of strong warriors pounding in the damage, a couple of healers (magic actually doing something Xordan!), and a mage or two hitting with fireball or some other offensive spell (again the magic comment). Then the loot value must be rebalanced to actually be worthwhile for the group to go after an ulber. The game needs to be changed so that it is more worthwhile to go after an ulber than sitting in the arena fighting unarmed glads (what\'s with that anyway?)
The crazy Primary Stat maxing also encourages people to \"roll up\" characters that are incredibly strong from the beginning, damning the other stats as they aren\'t a handicap. Just make a super strong character, be able to take on unarmed glads from the beginning which drop longswords. Sell the longswords and train away the handicaps.
Another thing this discourages is roleplaying. If you can do everything just as well as another character, you don\'t need them. You are a one man gang. You don\'t need a character like Satayne, who guides and trains parties how to kill ulbers in the first place. This robs PS of the character interactions. In \"my\" system (the one I\'ve just described, not that it is an \"original\" thought) Satayne could go to Isra\'s Job Agency and post that he leads parties on these adventures for a share of the loot. The ad would also say where Satayne could be found etc... There could also be ads by other characters, \"skilled Mage needed/available\", on and on.
Anyway, I\'ve left the topic and I\'m sure Kary is going to yell at me.
Araye
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Id like to have it like this:
(I find this the most realistic way)
First, Your mining is level 0 and you should pay to the teacher to get level 1. Only money, you wouldnt need anything else.
(The teacher teaches all the basic things to you)
Second, When you know all the basics, you should mine to gain mining experience. (Its logical that you mine to learn mining)
Then there would be levels (for example level 5 and 10 and 15...) where you should pay more (money and progression points) to the teacher to learn advanced mining theory before you can continue gaining levels by mining.
Rubies of eventide uses a system like this and i really liked it.
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My god people... you resurrected a year old thread! Posting to a month old thread is ok, any more is annoying, one year is ridiculous. There\'ve been so many more threads since this one... Either post to a recent one, or make a new one. (they\'re free ;) ) Also, posting actual new information might\'ve been nice. So, if you combine these 2 concepts together... you shouldn\'ve posted at all. :rolleyes:
Please don\'t grave dig on this forum.