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[Discussion] Skill System Changes

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Viper3X

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One idea that I know has been suggested by myself in others is to allow RPed teaching to give players skill credits. This could either work byscreening it and asking for the credits on a special subforum or having a teacher app that allows certain players to give out skill credits.

As for black smithing I believe a master smith should never totally fail. Instead some items should just not be as durable. This could be RPed Asa small mistake in the crafting process, forcing the smith to work more on the item.

There already is RP teaching to gain levels... Zezimus is giving me a lesson soon, and an admin is going to watch over it and give me skill points to my swords, which I am training in.
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Well, this might be based upon a certain "World Of Warcraft" System, but I actually think that this might not be a bad idea.

((Note, writing it as I go, any changes are good, not saying it's perfect either))

We could have, in major towns crafthalls, for lumberers, blacksmiths, etc, which in the middle ages actually happened. The people who practice the said craft could maybe have a room their, to encourage their loitering in that area.

This would actually create new congregation areas, for RP, and a place for people to easily find the said craftsmen who might be hanging out there.

To gain the skills in the craft, I have two options, both that would probably require coding, though the quests has been done on another server I play on, is a plugin and works smoothly.

So, two choices.

-Either you must bring a certain amount of a certain items to mount in level, like, 1 diamon, 2 diamonds, 3 gold, etc etc. Maybe do it by groups of 5-10, each time requiring one more of the said item, and every ten, changing that item. This would probably need alot of work, so I'm not sure.

-Or you must complete specific quests to climb in level, doing certain things, RP-based, even if it isn't something grindy, it would still have to be hard enough to allow some difficulty in for the higher leveled ones.

Ex: Lvl 99 blacksmith might need to retrieve legendary steel from the guts of a mobspawning dungeon.

Once again, it would require alot of coding, and thinking on the GM team as well as placing of NPC's etc, but I think it is a rather good idea, if I say so myself. :mrgreen:

I think its a GREAT idea. It would take a lot of GM work and coding but I think it should be more playerbased rather than to have quests given out by NPC's. Also, if the quests are handed out by the NPC's that means that it stays the same forever, meaning people in TS could tell each other what you need and how to do it to raise your level from 99, to 100 not to mention how un-RP it is to have everyone who is level 99 go get the same piece of legendary steel for their forge.

But other than that, I think its a fantastic idea, and I would love to have something similar be implemented.

There already is RP teaching to gain levels... Zezimus is giving me a lesson soon, and an admin is going to watch over it and give me skill points to my swords, which I am training in.

There might be RP-teaching, but it isn't much of a requirement as much as an optional thing. Most people would rather go grinding than bother looking for a trainer.

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This seems alright I suppose. Just wondering, how are healing supplies going to work? Will we use crafting tables, brewing stands, player crafting squares or what? And then, what are we going to have for healing supplies, and how are we going to make them?

Crafting tables will be used. The ingredients and resources required to craft with the Herbalism skill will be announced when the skill is fully coded.

Just a note, I usually grant players skill credits for specific skills if they provide me with sufficient RP reasoning. Sometimes players write up RP posts on the forums which explains their training process, or they enter an apprenticeship and I will grant the player skill credits as they train.

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Crafting tables will be used. The ingredients and resources required to craft with the Herbalism skill will be announced when the skill is fully coded.

Just a note, I usually grant players skill credits for specific skills if they provide me with sufficient RP reasoning. Sometimes players write up RP posts on the forums which explains their training process, or they enter an apprenticeship and I will grant the player skill credits as they train.

You have to be kidding me, i've literally been trying to do this after I accidentally wiped my character of all his skills.

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Crafting tables will be used. The ingredients and resources required to craft with the Herbalism skill will be announced when the skill is fully coded.

Just a note, I usually grant players skill credits for specific skills if they provide me with sufficient RP reasoning. Sometimes players write up RP posts on the forums which explains their training process, or they enter an apprenticeship and I will grant the player skill credits as they train.

Alright. Well, at least now my knowledge with herbs on one of my characters can go to use. I think I'm still gonna use my skill reset though. I need it anyway.

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Suggestion:

Combine axe mastery/swordsmanship/archery into one skill labelled combat prowess.

Combine excavation and mining into one skill.

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people don't like the restriction, they say good roleplayers shouldn't need this

There are alot of bad roleplayers though....

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I believe this has been stated but I'm reiterating it as I feel it is important. At level 100 blacksmithing, you shouldn't succeed merely 45% of the time to repair gold and only have a ~51% chance to create a diamond sword. 100 is legendary so why do you fail half the time?

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Not sure how it would work, but I would like to see a slightly more flexible skill cap, or something similar.

Perhaps skills that are similar, such as Mining and Excavation, would give passive levels to each other. Say, for every five mining levels you get, your excavation is boosted by one point, but it does not count against the skillcap.

The main issue I am seeing is that adding the new skills will mess up some current characters who were skilled in stealth or herbalism, along with their skillset, say a hunter who loves working with Nature, and has 100 Archery, 100 Farming, and 75 Lumberjack. RPly, he could very well also say he is a master herbalist, but the update means that he magically lost his lumber jacking skill because he chose to take Herbalism over it. RPly, it makes sense that a guy who spends a lot of time outdoors can hunt, chop wood, and be good with plants.

The idea would help relax the skill cap for players who have cohesive skills. Farming skill could give a passive bonus to Herbalism, and vice-versa.

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Besides helping the server remind me what the incentive was of 300 skill if everyone is getting it now? Hopefully the donators of large contributions get a bump to their respectable limits if everyone is given 300 limit. If this isnt going to happen then disregard.

Ever wrote ~ Combine excavation and mining into one skill.

^Do this please, as of right now excavation is only good for massive amounts of coco beans/flint, netherrack and glowstone. I can say for a FACT no obsidian or golden apples ever drop at 100 skill. If they do its like.0000000000000000001% chance. Combine certain skills if your adding to the list and keeping limits same. If your going to add new skills then increase limits then.

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Besides helping the server remind me what the incentive was of 300 skill if everyone is getting it now? Hopefully the donators of large contributions get a bump to their respectable limits if everyone is given 300 limit. If this isnt going to happen then disregard.

Ever wrote ~ Combine excavation and mining into one skill.

^Do this please, as of right now excavation is only good for massive amounts of coco beans/flint, netherrack and glowstone. I can say for a FACT no obsidian or golden apples ever drop at 100 skill. If they do its like.0000000000000000001% chance. Combine certain skills if your adding to the list and keeping limits same. If your going to add new skills then increase limits then.

I can also confirm that with my time at 100 excavation, I never received any golden apples or obsidian. I was at such a loss that I even dropped it in place of mining.

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I'd still like to see a system where you can master one skill only. It's just silly that we can have people who are master farmers/cooks, or master miners/blacksmiths who do not require anybody else for their trade. Absolutely no transaction occurs between a farmer and a cook this way, or a miner and a blacksmith. It needs to be addressed in some way.

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Add to limit if adding skills. Combine skills if keeping limits in place.

Or tell us what our options are that you'd prefer to code do for us. We have suggestions but it mainly lands on you Vaq to decide the final verdict.

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*Vaquxine waves his magical wand*

The coding is done guys. Now let's try it out.

Seriosly though, good thinking guys.

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