[pythian] Re: DESIGN - Experience

  • From: "Andrey Plisko" <andrey.plisko@xxxxxxxxxxxxx>
  • To: <pythian@xxxxxxxxxxxxx>
  • Date: Wed, 7 May 2003 11:59:26 +0300

Hi,

I really like ideas of Skills and Specialization, described by Darryl.
In many games we have some sort of artificial constrains that prevents
people from role-playing the character.
Playing such games is not possible without having printed version of "list
of skill requirements" behind the nose.
Game become really boring and the player's main goal become quite too
"selfish".
He dreamed of "my character reaching 60% in archery to gain marksmanship on
another level and then move to longswords and then ...".
Brrrr.. Looks terrible ! :-)

In the system Darryl proposed we can hide most information from the player,
"forced" him to concentrate on gaining new skills while
playing instead of playing to just gain new skills. Player's goals become
more natural now. Like: "go to help these inonsent people to get rid of a
daemon".

And I like training concept too. Recieving good training is essential in
real life. So it should be in our game.
Charater should benefit much more from training with expirienced trainer
than from learning by his own mistakes.
Another thing we should be careful with is the how to prevent players from
doing dumb actions just to rise their skills.
I remember myself become greedy for magic power and rising my "destruction
magic" skill by casting fireballs on the inoncent wall in tavern
of Daggerfall. ;-)

Reading books is a good thing too (as we all know, I hope :)). But from my
point of view me reading books can give a good start but if you have learned
a lot you are harder to get something new from the book. Here we have
dependancy quite similar to finding good trainer (the book's author in our
case). So learning from books is harder when you skill is pretty developed
(much like we can see in Fallout).
But I think of even more developed system of learing from books. It will be
wonderfull if we have some gradation here.
For example we can have in our world:
 - a lot of "books of basic magic" so the player can read it and rise his
skill by 10% if his skill is less than 20%.
 - some "books of advanced magic" to rise the skill by 10% if player has
less then 50% of knowledge.
 - few "books of expert magic" to rise by 5% if PC has less then 70%
 - one "book of magic mastery" to rise by 5% if PC has less then 90%.
to learn more then 90% PC should rely on their own.
The other cool thing to implement is DO NOT ALLOW PLAYERS TO BENEFIT FROM
READING THE SAME BOOKS SEVERAL TIMES !
So if  the player have read the book in past he will get no more skill
development from reading it again (maybe the only one exception can be if PC
forgot the skill little more then the basic learning bonus of the book - ie
if his skill droped from 35% to 24% he can "read books of advanced magic"
once more and regain 10%).

And the last point on books and reading. Some skills definitely depends on
practice and training much more then on reading books.
Emagine a knight who learned to ride the hose and use his lance just by
sitting inside his castle and reading books while the enemy are outside the
walls. ;-)  And after he learned enought he open his castle's gate and wipe
the entire sieging army out. :-))
So we should decide some sort of coefficient for each skill to benefit from
reading (as well as for training and using). For reading we can set this
coefficient calculated depending on skill reqirements (or basic skills which
it depends on).
So if we have some skill depending on Str, Dex or some other phisical
attribute it should benefit much less from reading, then a mental-based
skill.

Maybe it looks quite too complex. ;-)
But I think if we desinged such rules and describe major essential of them
to player it should be very cool.

Regards
Andrey.

> -----Original Message-----
> From: NAS [mailto:anisplan@xxxxxx]On Behalf Of Darryl Long
> Sent: Wednesday, May 07, 2003 3:22 AM
> To: andrey.plisko@xxxxxxxxxxxxx
> Subject: [pythian] Re: DESIGN - Experience
>
>
>
> >   i still think there should be things like books/scrolls that help
> > you 'train'. this means that you can train without hving to go see
> > another person of your specified class. to even it out, training with a
> > book / scroll will not be as effective as training with a 'living'
> > player...
>
> I hadn't thought of that.  It's a great idea!
>
> Darryl
>
>
>
>


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