Quote from: Halaster on April 23, 2024, 09:44:08 AMWe're not trying to be like them. I think it's a good idea to pay attention to how other games do things, and if something is a good idea, maybe consider doing the same. But just because other games do something doesn't mean we need to, or should, or want to.
Quote from: Kavrick on April 22, 2024, 11:13:48 PMIt's a drum I've bashed since I've started playing. The complete RNG in character creation stats feels like a relic of a bygone age and there are good reasons why modern day rpgs, both tabletop, text-based and any other type of roleplaying game have pretty much completely removed RNG from character creation.
Quote from: Bogre on April 22, 2024, 03:21:00 PMI agree with Windstorm's point. Skill timers are such that you are cannot go up 10 ticks in an RL day, or whatever, which discourages constant grinding of skills. Decreasing that means you can maybe get a couple more gains if you stay logged in for a long time, but it doesn't really change the more casual play pattern of log in once or every couple days and train. One main 'grind' people feel is that people feel like they start really weak and don't get up to capable for a few days played - this change might make it slightly quicker for those who play a lot, but matters less for those people who log in far more intermittently.
The other grind is that some skills (combat skills, namely) simply won't increase because the rate of failure is low, and sometimes the rate of skill gain even if failing is low. Reduced timers won't really matter if you're never triggering the timer by gaining.
I moreover think that the characters to benefit, if they were spending that long online, would be high-stat, combat-stat prioritized characters, and helps out already powerful races (dwarves, muls, elves) that need very insanely godlike in PVP and very dangerous to other PCs. And that's not even considering ways to boost stats, which presumeably would then help timers.
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My thought would rather be help the initial curve out and make the top-end progress require investment (but not impossible flailing like now). That would be to increase the % chance to gain from novice->apprentice, apprentice->jman, and then once there you have a bit tougher of a time. You could even make it so novice->apprentice combat skills bump by 2 per gain, and then slow to 1, keeping offense/defense where its at, which I believe would starkly improve the time-to-not-newbie, get people on an even playing field faster.
Obviously I don't think anyone wants it to be laughably easy to get maxed out combat chars, since those are overwhelmingly powerful vs PVE and PVP balance, and makes it hard for new PCs to catch up or be meaningful. But in a season, there is a limiter in the eventual end of season so you don't want everyone frustrated at a 'plateau' and trying to metagame past it.
Quote from: Dresan on April 22, 2024, 10:17:35 PMJust a quick summary of thoughts:
1. As its been said above this makes wisdom more of a dump stat. For some ideas how to make wisdom more desirable and just some ideas on stats in general to improve mundane selection (especially in this setting) see the following threads: Wisdom and Discussion on stats
2. This does nothing to fix skill grind. I recommend just doubling the learning gains at the beginning of the season, then upping that to times X5 at the 50% mark of the season, and then upping that further to X10 learning gains around the 85% mark of the season. One thing the game is missing is a way to keep the player-base coming back especially as a season ends and your character dies. I think from experience we've seen once a game is closing people just stop logging in, doubly so if their character died. Slowly upping skill gains through the season would help with that.
3. Ultimately the main concerns with learning skills too quickly is often centered around combat. More so these days since the natural weaknesses of heavy combat classes (like the scary poisons) have become harder to pull off over time due to changes in the game. I think by solving that first as discussed here: Combat, it'll be easier to improve skill gains across the board without suddenly ending up with combat juggernauts everywhere.
Anything we can do to continue to encourage people to play mundane characters instead of mages/high karma options is strongly recommended as well.
Quote from: Roon on April 22, 2024, 09:53:16 PMThere should be no such thing as characters who have godlike stats, or crappy stats, through sheer luck. Each race should have a fixed pool of total stats, and then some degree of randomness can determine their exact distribution. That leaves plenty of room for characters to be different, but you never just get shafted or handed a character that's objectively superior.
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