On 20-Nov-02 Yann Chachkoff wrote: > I've difficulties to understand why slashing weapons skills would cost more > than bludgeoning and piercing weapons (Clearly, spear is a weapon more > difficult to master than a sword or an axe). Cannot understand why a bow > should be considered an 'easier' weapon - I'd tend to say it is a more > difficult one. There seems to be some disagreement over the concept of a points system, and the reasoning behind making things cost differing amounts of points than other things. 1) Why a points system? How else do you propose we dish the skills out? I personally would love to say "spend three months as an apprentice and you can learn 'foo'" but thats just not very realistic in our game environment. I think the points system is the best way to represent the concept of someone wanting to learn a skill, and having to spend some amount of time practicing his arts in order to do so. The points system also lets us arbitrarily give them out not only for levels, but an occasional one-time-only quest. I don't think it makes any less sense than telling someone he has to go kill the blue dragon, who is the only person in the universe who has the scroll of jumping. It gives us a very customizable, basically classless system, where people can advance over time, and constantly learn new skills throughout the game, rather than all up front. Right now, you go collect all the skills, and there is nothing new to learn in the game really. With this, there would be a constant feeling of "I'm achieving something" or "one more level and I can learn fire magic". That really inspires players. The basic problem is.. this is a computer game, and we have to figure out a way to present things that doesn't require writing a million lines of code for an AI engine. 2) Why do some skills cost more than others? It's not realistic! You are correct. It's not really realistic that swords are going to cost more to learn than bludgeoning. However, play the game, I'll bet you dollars to dimes you are running around with a sword, because all the cool artifacts are swords. There are lots of skills in the game, that while really neat on paper, just don't work out well mechanically. Look at bows. I mean, bows are nice, and you can collect piles of arrows, but realistically, they are used very seldomly, and only in wierd one-off situations. If someone were to wave a magic wand of coding, and fix bows so they were truely on-par with other forms of combat, then I would have no problem making them equal cost. And thats not something that would be restricted. If a skill was modified in some way to make it more useful, if anything it's points cost should be edited to reflect that. But until someone goes and balances all this stuff out, we need to balance it by being realistic about the cost. And the reality is, if bows cost the same as swords, nobody would buy them. --- Tim Rightnour < root at garbled.net > NetBSD: Free multi-architecture OS http://www.netbsd.org/ NetBSD supported hardware database: http://mail-index.netbsd.org/cgi-bin/hw.cgi