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. > > It seems that breaking skills off the exp categories is a go - > didn't see any > dissents on that. > > Skills from quests - I had mentioned in irc (but not in the mail) > that perhaps > skills learned there are automatic - it would be frustrating to > do the quest > only to not learn the skill. The other idea was to perhaps change skill > learning away from the skill scroll and instead an item (or npc > script for that > matter). OTOH, I know there are some quests to get whatever > spellbook, and no > guarentee you'll learn the spell. I just think it may be a bit > frustrating/tiring to have to repeat a quest numerous times to > learn the skill. > > Also, right now learning skills is based simply on > int/literacy. That in > itself may not make a lot of sense. > > Having players learn skills via quests would mean high level > characters would > learn all the skills. I don't have a really big problem with > that - no matter > what, most high level characters are going to look pretty similar > because of the > items they get. The main point from my side is to make it so for > the first X > levels will be pretty unique for each class. > > Re armor/weapons: I know various RPG's says xyz can't use such > weapons. From a > realism standpoint, that isn't that good. Me, as a person living > on 2002 earth, > can pick up a longsword and put on chain mail. I may not be able > to do much in > it, but nothing preventing me from picking those up. > > One thought could be to add some idea of different weapon > proficiences (as > skills). > > Thus, you may have 'axe', 'sword', 'dagger', 'mace/hammer' > skills. You can > always use a weapon, but if you don't have the skill, you have a > pretty terrible > penalty - terrible enough that you probably don't want to do so. > OTOH, if you > found a really good artifact weapon, may still be worthwhile to use it. > > I'd hate to limit mages to only using daggers and wearing robes > - how many > quests does that now make it pointless for them to go on (since > the reward is > weapon or armor)? > > The only problem with weapon proficiencies is that the 'sword' > is probably the > best one. But it creates an interesting situation if that player > finds a really > great axe - do I start using it or not? I wouldn't get too fined > grained on > weapon proficiencies - not too many more than above, but I'm sure > I missed some. > > As for armor, could add proficiences with a similiar idea - if > you don't have > the proficiency, the speed penalty for wearing it is worse, as is > perhaps the sp > regen penalty and casting penalty (just not comfortable in > wearing it). Such > armor proficiency penalties (light/medium/heavy) would actually > advance in > level, but could be used to prevent that mage from deciding to > wear plate armor. > > Other random ideas: > > For skills that let you identify items, we could key iin on the > item_power > (whenever it gets fully debugged). If the item_power is higher > than your skill > level, you can't identify it. This is better than the random > approach right > now. Also, the exp you get would depend on your level relative to the > item_power of the item. Eg, if your skill level is 5, and > item_power is 5, you > get much more exp for that item compared to if its item_power was > 1 (eg, more > interesting item = more exp). > > Should really add a way to award exp to specific skills (via some > method on > map). In this way, quests could award exp to specific > categories. Thus, you > could make a 'literacy' quest which gets you exp, but isn't just > a matter of > reading a whole bunch of books. > > Hp/mana/grace: mana and grace are already derived from your level in the > appropriate skill category - I would think that should be the same. > > I think keeping overall level for hp (and other things like how much > item_power you can wear) is fine. Way back when, it was tried > with hp being > from physical exp. End result is everyone then has to get a fair > amount of > physical exp in order to survive. If anything, I think we want > to try and > encourage skill specialization, eg, you can focus on wizardry all > you want, but > you'll still have decent HP and being able to use decent > (magical) equipment. > > If skills have their own exp, I'm not sure I still want the idea of exp > categories - that complicates the code. OTOH, it could be > interesting to have > some idea where skills evolve. Maybe at level 10 of wizardry, > you can now sense > magic in items, just because you are now so in tune with magical > forces. Maybe > after going on some quest, you get some 'expert armor' skill, > which lets you > wear armor with less penalty, etc. > > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel at lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel