Learning (increasing level) skills by successful using

Vaaclav

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This is inspired by W8 (Wizardry 8):

It would be good if skills level (or bonuses) can be increased also through successful using.

Base: in W8, as much as you use any ability (for example fire magic, in case of wizard), you are better in its using - and you do more damage (or you are more successful in lock pick or so).

:arrow:

Native skills most suitable for this: perception, disarm devices, gossip, alchemy, smithing

Also damage bonus may be increased in this way: as long as you fight with any type of weapon, you learn how to use it effectively (with each killed enemy)

Also effectiveness of class skills, general skills or advanced skills may be increased by this way.

:idea:

I really think that as this game is constructed, above described model of learning would be easily implemented and very good.
 

ClockworkGhost

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11/05/2016
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One problem I see with this is that the whole game is scaled to progress at a similar rate to your character's advancement - common monsters increase in level as you increase in level. If a character was able to over balance this by practicing one skill over and over again, you'd end up with some people killing a bazillion goblins or rats to max out a combat skill, rather than killing something for commensurate experience.

Also, I switch weapons based on the enemy - a system which rewards you for consistently using the same weapon wouldn't really work.
 

DavidBVal

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Learning as in Wizardry, Elder Scrolls, or in old Chaosium PnP games, is a cool idea, but entirely incompatible with the current game system, based in very low number scales. It can work in 1-100 systems with 30 skills, but in a 1-5 system with a total of 8-12 things you can raise, increments would be too relevant. I can't raise people's Charge from II to III just because they charge a lot. This is an action-RPG with a relatively simple set of skills compared to a turn-based wystem with dozens of things you can have small increments on.

Also, even if such system are a good idea in theory, the implementations end up meaning players abuse the system in order to raise the skills massively; to that developers make it even slower to advance, and in the end the poor people that plays without abusing clicks ends up with a system in which advancement just crawls.
 

Vaaclav

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Location
Czech republic
DavidBVal":14hptras said:
Learning as in Wizardry, Elder Scrolls, or in old Chaosium PnP games, is a cool idea, but entirely incompatible with the current game system, based in very low number scales. It can work in 1-100 systems with 30 skills, but in a 1-5 system with a total of 8-12 things you can raise, increments would be too relevant. I can't raise people's Charge from II to III just because they charge a lot. This is an action-RPG with a relatively simple set of skills compared to a turn-based wystem with dozens of things you can have small increments on.

Thanks - but at least, some bonuses could be based also on character level, not only on level of any trait or skill.

:arrow:
It means that (for example) cleric would have following native (character level based) bonuses:

Perception: 2%
Disarm devices: 1%
Gossip: 3%

Alchemy: 1%
Smithing: 2%

Rogue would have following native bonuses:

Perception: 3%
Disarm devices: 3%
Gossip: 3%

Alchemy: 3%
Smithing: 1%

... or so;

With this, cleric would achieve max perception (without any special bonuses from equipment or traits) on lvl 50. Rogue would achieve max disarm devices on lvl 33.

Of course, max. percent bonus cannot be higher than 100. So, bonus from traits could be lower (but how much?)

:arrow:

And weapon bonuses could be in percents too (instead hard numbers), it means that instead +1 would be 10%. Special bonuses like lightning (shock), poison or so could be as they are.

And also these bonuses could be based on character level.
 

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