Post by sneazy on Oct 23, 2019 7:34:06 GMT -5
Going to post/farm some ideas here. The question: Is there a better skill progression system than the current one.
I've given it some thought and just getting out of the question part isn't easy because we probably like/dislike different things about how arm works.
If we don't agree on goals then we can't come to a consensus on a solution.
For me, the goal is a less grindy system, at least for now.
Here are some systems from other games (I've never played them, googly reviews to see that none are a panacea):
Sindome (MOO) - earn XP for playing the game -> time counter
Inquisition (diku) - earn XP for emotes/thoughts/thinks -> word counter
Arx (mush?) - earn XP from social votes -> popularity contest aka likes so this is not code driven but player driven
All of the above reward active players over casual players. I don't see them as any different than grinding, it's just a different form of grinding.
Here's my first stab at an easy to implement progression update. It would keep the current system in place but add a layer of skill-ups for casual players.
Time passed based system (not time played)
Rationale: The skill failure/timer system gives an advantage to the player who plays for the timers, knows what the failures are and keeps repeating actions until a failure is achieved. Casual players do not have the time to practice skills, might login for a half hour but it's night time or stormy or both, or they need a partner to practice with and none are available.
Change: update all skills on login as if your character had been working the days you were logged out.
This would level the playing field somewhat for casuals.
Code change is very simple - add a function that runs through gain_skill on all the skills (except possibly hidden skills) at login. Increases could be adjusted for multiples of a given time increment (if the skill gain is +1 normally then +1 times Number of RL Days since last login).
Would this change play behavior? Some hardcore players login less since there is not as much need to practice?
What about the economy? Would be able to increment some skills without materials available or even weapons (no bow but archery still increases?).
Mitigate by only allowing skills that have been increased at least once to increase? For archery to increase, the player would have had to at least borrow a bow once to get the skill off the starting value.
This is too simple for it to be original and it's not the one I am thinking about coding (think char creation distributed skill points) but I wanted to get the ball rolling so people could chime in if they want.