The argument for a exponetial skills instead of skill cap

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Zathurus
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The argument for a exponetial skills instead of skill cap

Post by Zathurus » 17 Sep 2014, 05:17

I have made this argument before, and I think it is valid.

The purpose of skill cap is so that people have to choose where to put there skills, and is a good mechanism to keep players with more player time from always dominating in battles. If skills keep going up, some 1000 skill point player would always win against a 500.

However that same effect can be achieved where 'skill points above 600' take an exponential amount of time to go up a point.

So if in 6 months of some moderate use of some activity you could get to 100, it would take a full month to get to 101, and 3 more months to get to 102, and 7 more months to get 103, and a year or more to get to 104.

Those extra points would not count towards the 600 allocatable points.

Why do that? It stops being able to 'template' design, because you can get a few extra points in a skill, yet it still makes it so that effectively, becuase a few points don't make that much difference, there is still the same effects as a skill cap at 100, and total of 600.

It also takes away the idea of 'reaching max skills' and a hard core grinder could get a few extra points, but its effectiveness would be minimal other then a record of time using that skill.

It also is why the grind from 40 to 50 in original MMOs was so long. and why the original D&D stat grind to 25 or above was so difficult.

The main idea is make there no max, but effectively a max by the exponential leveling above 100 in a skill, or total of 600 skill points.

There is no downside to using that methods since game is a skill game and a couple points don't make that much of a difference, and full of win in using that method, since it removes automatic constraints, and the idea of templating a maximum spending of skills for a maximum effect. Since you would gain maybe an extra point or two every few months after reaching max level.

It also gives an added record of permanence, with very little actual effect to a player character abilities, but a visual record of play time. Titles for each added point above 100, and 600 could be available to show the actual player skill(not stat bonus) in such areas from the huge amount of experience in those fields.

And those that want to grind to max, would not have an end to reach, and it would mess with the idea of grinding to max skill as a goal, since there technically would not be a max.

I know you have many features to think about in the game and work to do, but it really is a valid idea.

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Deantwo
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Re: The argument for a exponetial skills instead of skill ca

Post by Deantwo » 17 Sep 2014, 11:16

I know your name is yellow, but have you read about the skill system?
Or maybe even played the game more than a little bit?

You talk of skill points as if they are like levels in World of Warcraft.
Chances are that someone with a total combat skill point count of 600, can be beaten by someone with 300.

Having more total combat skill points will just mean that you can use more types of weapons and armors.
Each skill can get to the level of 100, and the skillcap simply means that you can't be a Jack-of-all-Trades.

It also already does become slower and slower to level a skill the closer you get to level 100 in that skill.
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Re: The argument for a exponetial skills instead of skill ca

Post by Kossako » 17 Sep 2014, 12:44

The main reason behind skill cap is to make people buy more characters if they want play differently. Also gap between newbies and veterans are lower with such skill cap available.

BUT

I personally hate skill caps. For me making skill cap is just quick fix to bad game design. Been playing is most sandboxes on the market and in most cases "skill cap" is replaced by what you wear is what you are. It's a lot better solution but too late for a change.

The only change I would like to see is ability to buy +590 crafting skill cap apart from buing new character. I personally hate re-logging and prefer playing one character. Such addition wouldn't change combat balance and would please a lot of people.
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Re: The argument for a exponetial skills instead of skill ca

Post by KaosReigns » 17 Sep 2014, 12:55

Kossako wrote:The main reason behind skill cap is to make people buy more characters if they want play differently. Also gap between newbies and veterans are lower with such skill cap available.

BUT

I personally hate skill caps. For me making skill cap is just quick fix to bad game design. Been playing is most sandboxes on the market and in most cases "skill cap" is replaced by what you wear is what you are. It's a lot better solution but too late for a change.

The only change I would like to see is ability to buy +590 crafting skill cap apart from buing new character. I personally hate re-logging and prefer playing one character. Such addition wouldn't change combat balance and would please a lot of people.


While you are partially correct, a skill cap doesnt add a "quick fix" like you are meaning.

Skillcaps are by far the most fair system in any type of RPG. Here is my reasons why:

1) You cannot "max" a character to ubernoobness.

2) As stated, someone with a skill of 300, CAN and will tune someone with a skill of 600.

3)Joats are and always will be frowned upon by ANYONE that is even remotely hardcore. They are a waste of time.

4) Joats suck.

Also think about this, which nobody seems to EVER do.

Back in the times this game is set, would you goto a Blacksmith, and ask to buy a horse? Would the blacksmith even have the skillsets needed to capture a horse let alone train it?

I also have to mention, this game is designed to NOT BE PLAYED SOLO, and thats an end of story right there. IF you wanna play solo, by all means go for it, but you WILL need to have multiple characters to be able to do everything. Again, see why skillcaps exist?

So in closing, here is my summary

Skillcaps, are not meant to force you to purchase more character slots. Skillcaps, are MEANT to make you work as a team and build a village/community. If this isnt what you are after, best to just not play. As you state, "You dont like to relog", so dont, get another player to actually do the role you are needing.... Stop trying to do everything yourself, in this game, you will fail.
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AussiePastor
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Re: The argument for a exponetial skills instead of skill ca

Post by AussiePastor » 17 Sep 2014, 15:21

KaosReigns wrote:Skillcaps, are not meant to force you to purchase more character slots. Skillcaps, are MEANT to make you work as a team and build a village/community. If this isnt what you are after, best to just not play. As you state, "You dont like to relog", so dont, get another player to actually do the role you are needing.... Stop trying to do everything yourself, in this game, you will fail.


So, so, right; it's about team/village play.
Farmer, Smith, Hunter, Logger, Monk etc the game is not COD, play solo elsewhere.

The only thing I would like to see is that the cap rise to 750.

You can the max out ONE SKILL LINE, with then still having 250 Points left.

I noticed that the last line of the peaceful skills (Hunting/Art/Piety etc)is also taken up with the 620 Points.

So a 100 in all skill in Nature Lore to Alchemy plus 100 in piety just leaves 20 points for a old fashion Monk.

Leaves no room for alcohol producing, the Arts or even Education/Mentoring.

So that why I say 750 Points.
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Jeorg
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Re: The argument for a exponetial skills instead of skill ca

Post by Jeorg » 17 Sep 2014, 17:10

Have to add in here. While I love the core setup with the skills, essentially making it so we do need to have a community to function, you cant be a Knight, Healer, Baker, Farmer, the points are hard right now.
My little monk / healer guy is lacking now in healing due to his piety.
Where on another server I focused on the Healing, so he is really hurt on the piety.
Throw in the fact that as soon as I built a house I had to start dropping all the building skills so I could move up the Healing line.
Hehe, I just look at it like this, I built a hovel, so I could focus on my living with nature and my 'God' while learning the arts of healing.
Its frustrating, but gets down to a matter of focus, the only thing that I see that will be an issue is that a lot of folks are going to freak out over the losing of skills they have to promote the ones they really want.
Which though a pain, it simply gets back to the setup, we are building a real world here. We have to choose am I the Baker, the Butcher the Candlestick maker, or do I fight for the others?
I am banking on the fact, and gawd hope that people figure out you will need a community built around helping and pulling together, right down to paying more or less the fighter type to defend you, maybe by giving them a hovel and feeding them for the small places, maybe with a little coin when it comes into to play later on.


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Re: The argument for a exponetial skills instead of skill ca

Post by Salatoff » 17 Sep 2014, 18:19

AussiePadre wrote:The only thing I would like to see is that the cap rise to 750.


Skillcap is not exatly 600. Skillcap = 600 + Intellect - 10. Max of Intellect you can get is 110. So max Skillcap is actually 700.

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AussiePastor
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Re: The argument for a exponetial skills instead of skill ca

Post by AussiePastor » 18 Sep 2014, 11:16

Jeorg wrote:My little monk / healer guy is lacking now in healing due to his piety.
Where on another server I focused on the Healing, so he is really hurt on the piety.


Not so, my friend.

Just working with a lest 5 other guys I can concentrate on Herb Lore line & piety.

I have to concentrate on generating Flux as quick as I can after I terraform my area for my Herb Shop(3x3) and maybe a tiny shack(4x4).

My Piety will help me get my to Alignment +10> which will be a game mechanism advantage for the great negative effect of kill me.
Also I can the bestow "Mercy" to players in combat.

The herb for flux, healing then the potions will help me trade for help in building and resources.

Fighting is Nil having only a quarter staff to defend myself against wild animals.

Also a true Monk will no turn anyone away after sanctuary.

For this I how I will role play.

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