Originally posted by DaveG
Oh, I agree completely that during the testing proccess we still need the active feedback. That\'s the sort of thing that should hold off until we\'re sure the system is working flawlessly.
The \"use it or loose it\" system shouldn\'t be that hard to implement, really. (Yes though, of course there are more pressiing issues before that...) All you\'d really need to do would be to attach negative experience points for opposing skills to the skill you advance. It\'d go something like this:
Get 1 point sword -> get -0.01 for bow
How exactly does using a sword get in the way of using a bow?
Sure, you could not advance as quickly as you could if you used only one because you would have to divide your training time between the skills. But that\'s about all..
Get 1 point Blue way -> get -0.1 for Red
(though we should we the minimum stat to 0)
The question wether opposite magic ways should exclude each other is quite interesting. Though you could not make combined Blue-Red spells (partially because combining ways will probably never happen at all) you could make use of spells of both ways effectively. For example, freezing a wall and then heating it a lot could break it.
It is possible that mages attuned to one path (gained some experience already) would have trouble advancing in the opposite path - harder gaining of experience, weaker spells.
This would play nicely with the forgetting part - if you change your mind, you will slowly lose attunement for the old path and advance in the new.
On the other hand, the opposite paths could be the two sides of the same coin: When you cast a snowstorm (if such massacrespells are ever allowed) you would protect yourself with the heat of fire. Either as a part of the blue spell, or separately so that you do not kill yourself with your own magic.
Also, the fighting stances you use could influence stats more:
Use bloody stance allot -> more strength and weapon stats -> lose a bit of armor stats
The same thing as with sword x bow, except you may be forgetting how to use the shield if bloody stance does not make use of it.
Use defensive stance allot -> more endurance and armor stats -> lose a bit of what ever weapon stat you\'re using
Cannot imagine how you do not use your weapon while fighting. You still have to hit your opponent from time to time, even if you try to be defensive.
Generally, these stat exclusions are quite limiting. Give me two stats, and with a bit of thinking I can almost certainly find a role that uses both.
Forgetting stats over time is much more realistic. And if you want to become master of some skill you really have to be addict to it.
For example the best fisherman of the world would be known as \"the guy that sits at the river almost all the time, chatting with the other people that are trying to fish, and amazing by his unbeatable skill\".
Other poeple that are fishing only occasionally would never get so skilled - that is only fair. If that guy stops fishing and starts doing something else, he will start to forget fishing. But he will still be a master fisherman for a long time.
As it was discussed earlier, the skills have two wo parts -
theoretical and practical.
If you do not take any theoretical classes, your progress at any skill would be very slow at best. It may take a long time to rediscover the wheel.
The common practice now is that you gain experience and then you go to classes to make an advance (or so it looks from the posts I have seen, I haven\'t tried myself).
IMHO it should be the other way around. Based on the character background it has already some theoretical (and possibly practical) knowledge of skills common in particular area.
During practicing the skill it is easy at first, as the character has in-depth theoretical knowledge of the problems that arise. As it advances, the problems that arise are those only slightly touched during the theoretical teaching as laying \"farther ahead\". The progress slows down (which should give some feedback revealing that the character is becoming clueless) and it is time for more theoretical classes.
The theoretical teaching allows to progress one more bit or to progress faster if attended more often.
Of course, the best way to learn the skill would be to have a teacher with you while you are practicing.
If a character stops practicing a skill and starts \"forgetting\" it only the practical part should be forgotten. That way re-learning a skill would be easier than starting from scratch.
Another thing is that nobody can notice that the skill is forgotten when it is unused. If there is no skill level displayed, you would get something like \"Oh, I used to be able to catch a fish every few minutes, and now I am sitting here for qarter an hour to get my first today!\"
One interesting bit would be that the NPC teachers could be only average or above-average at the skill. But to gain true mastery one would have to learn on their own.
Aww, this got long..
As of right now, I belive the stance can give you more or less points if you\'re in the procces of training. What I\'m suggesting is for it to give your stats preference to whatever style you use.
A more advanced method would be to attach a multiplier to the advancement of each stat, and to increase or decrease it depending on the situations already mentioned.
This last part is somewhat vague, I do not get it.