[CF List] New New Experience Scheme...
Andreas Vogl
andi.vogl at gmx.net
Sun Nov 10 06:40:05 CST 2002
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>
Mark Wedel wrote:
>
>
> The 'best' thing to probably do is make characters overall
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> exp independent of skill exp.
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>
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> Without that, it will never be possible to maximize all your
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> skill levels to the same (or even close) to your overall level.
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>
I think this is a great idea.
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If the overall skill exp was seperated from the "specialized"
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cathegories, that would have a great benefit:
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We could create a lot more specialized skill cathegories.
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Currently we can't do that because every new cathegory
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would make it significantly easier to gain overall levels.
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It would be a LOT better to have seperate cathegories
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for things like thievery, alchemy, literacy, trap-skills etc.
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With overall exp seperated, some "specialized" cathegories
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could give less overall exp, others even none. For example:
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Melee combat could give melee exp and overall exp at equal
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ratio 1:1. Also magic and wisdom.
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A "rogue" skill cathegory (thievery, hiding, lockpicking)
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could give only half overall exp, ratio 1:2.
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Literacy and alchemy for example might not give any overall
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exp, only the specialized exp.
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This would mean skills which don't give overall exp are
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less rewarding to train - but they still have their own use.
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When literacy skill has it's very own cathegory, that means
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players actually have to *read* something to gain levels there.
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This again would imply that literacy level 50 really
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means *something*. So there could also be maps which
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seriously reward having a high literacy skill. This again
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would motivate players to train literacy... and so on.
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Besides, with more skill cathegories there's more work to do
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in general, because there are more different skill-cathegories
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to train. It also allows more exciting character development.
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>
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AndreasV
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