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« on: July 05, 2006, 10:28:41 pm »
I must say, I like the initial post, but I am somewhat disappointed with the rest of this thread.
Why is there an immediate connection between the suggestions of "not allowing players to obtain maximum skill level in all skills" and "skills decay over time"?
As I see it, there is no need for such a connection. If each player got a certain number of skill points, which may be distributed over various skills, then this would allow players to design a particular player, e.g. a fighter, or a magician, or a miner. The choices made about which skills to train would create the character. Now, if a player has used all the skill points, then in order to train something, e.g. become a better in Crystal Way, you would have to surrender some of your other skills. Which skills to surrender could be optional, and would allow the character to grow in a preferred way.
Sure, decaying skills would be one way to keep players from having max skills in everything, but it would be a poor implementation. However, distributing a given numver of skill points *would* advocate a society with diverse skills, and with cooperation/RP.
As an example: the new release supposedly has decaying weapons (I have not played it yet, as the OSX client is not ready...). This means that the weapons must be repaired. So: most people would naturally train weapons repair, and go by playing the same character as before -- without much impact of weapons repair on the society. However, decaying weapons would add a whole new dimenstion if only some people trained that way. Others, perhaps more interested in healing than repairing swords, would have to go to a player with the correct skills when the sword got damaged. It would create a market for skilled labour.
Now, please keep posting, but first I encourage you to re-read the initial post, and try to see how this could work *without* skills that decay over time!