AW: [CF-Devel] skill musings.
Michael Toennies
michael.toennies at nord-com.net
Sat Nov 16 16:50:29 CST 2002
I have finished for Daimonin some weeks ago a single skill exp system plus
different weapons skills (cleave, slash,...) + special used skills like 2h
or polearms. If you guys want look at it, the pre-beta test is here
http://mids.student.utwente.nl/~michtoen/d/
The package includes all about daimonin and full win32 exes.
I compiles without warnings under win32 and linux (linux
make is full working and tested for client & server). Even streaming
music works fine on my mashine (ogg vorbis support now).
This is work in progress and was used for testing the package on other OS -
but it will work fine.
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It seems that breaking skills off the exp categories is a go -
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didn't see any
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dissents on that.
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Skills from quests - I had mentioned in irc (but not in the mail)
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that perhaps
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skills learned there are automatic - it would be frustrating to
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do the quest
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only to not learn the skill. The other idea was to perhaps change skill
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learning away from the skill scroll and instead an item (or npc
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script for that
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matter). OTOH, I know there are some quests to get whatever
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spellbook, and no
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guarentee you'll learn the spell. I just think it may be a bit
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frustrating/tiring to have to repeat a quest numerous times to
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learn the skill.
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Also, right now learning skills is based simply on
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int/literacy. That in
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itself may not make a lot of sense.
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Having players learn skills via quests would mean high level
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characters would
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learn all the skills. I don't have a really big problem with
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that - no matter
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what, most high level characters are going to look pretty similar
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because of the
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items they get. The main point from my side is to make it so for
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the first X
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levels will be pretty unique for each class.
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Re armor/weapons: I know various RPG's says xyz can't use such
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weapons. From a
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realism standpoint, that isn't that good. Me, as a person living
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on 2002 earth,
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can pick up a longsword and put on chain mail. I may not be able
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to do much in
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it, but nothing preventing me from picking those up.
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One thought could be to add some idea of different weapon
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proficiences (as
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skills).
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Thus, you may have 'axe', 'sword', 'dagger', 'mace/hammer'
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skills. You can
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always use a weapon, but if you don't have the skill, you have a
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pretty terrible
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penalty - terrible enough that you probably don't want to do so.
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OTOH, if you
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found a really good artifact weapon, may still be worthwhile to use it.
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I'd hate to limit mages to only using daggers and wearing robes
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- how many
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quests does that now make it pointless for them to go on (since
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the reward is
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weapon or armor)?
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The only problem with weapon proficiencies is that the 'sword'
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is probably the
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best one. But it creates an interesting situation if that player
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finds a really
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great axe - do I start using it or not? I wouldn't get too fined
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grained on
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weapon proficiencies - not too many more than above, but I'm sure
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I missed some.
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As for armor, could add proficiences with a similiar idea - if
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you don't have
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the proficiency, the speed penalty for wearing it is worse, as is
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perhaps the sp
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regen penalty and casting penalty (just not comfortable in
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wearing it). Such
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armor proficiency penalties (light/medium/heavy) would actually
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advance in
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level, but could be used to prevent that mage from deciding to
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wear plate armor.
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Other random ideas:
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For skills that let you identify items, we could key iin on the
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item_power
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(whenever it gets fully debugged). If the item_power is higher
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than your skill
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level, you can't identify it. This is better than the random
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approach right
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now. Also, the exp you get would depend on your level relative to the
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item_power of the item. Eg, if your skill level is 5, and
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item_power is 5, you
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get much more exp for that item compared to if its item_power was
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1 (eg, more
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interesting item = more exp).
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Should really add a way to award exp to specific skills (via some
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method on
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map). In this way, quests could award exp to specific
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categories. Thus, you
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could make a 'literacy' quest which gets you exp, but isn't just
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a matter of
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reading a whole bunch of books.
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Hp/mana/grace: mana and grace are already derived from your level in the
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appropriate skill category - I would think that should be the same.
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I think keeping overall level for hp (and other things like how much
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item_power you can wear) is fine. Way back when, it was tried
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with hp being
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from physical exp. End result is everyone then has to get a fair
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amount of
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physical exp in order to survive. If anything, I think we want
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to try and
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encourage skill specialization, eg, you can focus on wizardry all
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you want, but
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you'll still have decent HP and being able to use decent
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(magical) equipment.
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If skills have their own exp, I'm not sure I still want the idea of exp
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categories - that complicates the code. OTOH, it could be
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interesting to have
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some idea where skills evolve. Maybe at level 10 of wizardry,
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you can now sense
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magic in items, just because you are now so in tune with magical
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forces. Maybe
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after going on some quest, you get some 'expert armor' skill,
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which lets you
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wear armor with less penalty, etc.
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