I dont get at all why people are equating this kind of skill system with raiding content which uses gear and stats as a baseline measure to do o.o II find it really confusing that people are doing that o.o
Anyways if skill is handled this way, then that means content will be based around the fact that people will be gaining and losing skill points constanty and NOT the way its handled in gear based progression whereyou need to be at the tip of the gear chain to be able to proceed to the next set of gear.
So at most, this type of skill system will be put in a very sand boxy world with PVE more similar to EVE rather than WoW.
''/\/\'' Posted using Iphone bunni ( o.o) (")(") **This bunny was cloned from bunnies belonging to Gobla and is part of the Quizzical Fanclub and the The Marvelously Meowhead Fan Club**
I dont get at all why people are equating this kind of skill system with raiding content which uses gear and stats as a baseline measure to do o.o II find it really confusing that people are doing that o.o
Anyways if skill is handled this way, then that means content will be based around the fact that people will be gaining and losing skill points constanty and NOT the way its handled in gear based progression whereyou need to be at the tip of the gear chain to be able to proceed to the next set of gear.
So at most, this type of skill system will be put in a very sand boxy world with PVE more similar to EVE rather than WoW.
I can kinda see the raid point people are making, but what I'm not following is the benefit of atrophy.
What is the benefit to the MMO player of a system that penalizes them for either not using a particular skill or not logging in. It seems like an added maintenance/micromanagement feature.
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein "Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
-It should be used in a skill based game, not level based.
-A skill can't be forgotten.
Correct. Probably even hard barriers for things like weapon skills, your skill can never fall below 75% of your maximum.
Also, again, you should never de-skill so far that you lose an ability entirely, say WoW's riding skill, it should never go far enough that you can no longer ride X mount.
-They have easy to obtain caps.
Well, easy to re-obtain. Skill games (and even some games with level+skill) requires that actually use it. Basically the only way this would cause a "problem" is when someone PL's you where you're doing nothing but /follow.
In short, they should by typical difficulty to obtain the first time, and then easier when you need to re-obtain.
-A skill to degrade from max rank to lowest should take ~24 hours gameplay time.
Yeah, and simply playing your character and using your skills causes no degradation.
Thanks for the tweaks.
Spec'ing properly is a gateway drug. 12 Million People have been meter spammed in heroics.
I can kinda see the raid point people are making, but what I'm not following is the benefit of atrophy.
What is the benefit to the MMO player of a system that penalizes them for either not using a particular skill or not logging in. It seems like an added maintenance/micromanagement feature.
Agreed.
I could see a class less game where raising the ranks in some skills actually would lower your rank in another.
Like say that studying magic would affect your swordsplay or something.
But I would really hate to go on vacation a few weeks and have a noob toon when I got back. Or using silly skills like jumping all the time to not lose ranks in it, I remember rabbit jumping in Daggerfall to max out my skill...
It would also punish people that take a week of combat to maximize crafting and similar things.
If it was a little I can see the logic in it but a master swordman might loose some edge if he doesn't train in a while but he will still be really good compared to someone who never trained or fought as much.
I dont get at all why people are equating this kind of skill system with raiding content which uses gear and stats as a baseline measure to do o.o II find it really confusing that people are doing that o.o
Anyways if skill is handled this way, then that means content will be based around the fact that people will be gaining and losing skill points constanty and NOT the way its handled in gear based progression whereyou need to be at the tip of the gear chain to be able to proceed to the next set of gear.
So at most, this type of skill system will be put in a very sand boxy world with PVE more similar to EVE rather than WoW.
I can kinda see the raid point people are making, but what I'm not following is the benefit of atrophy.
What is the benefit to the MMO player of a system that penalizes them for either not using a particular skill or not logging in. It seems like an added maintenance/micromanagement feature.
Huh? It only decays after 3 hours of being logged in (which I already stated that I assume thats on a per day/24 hour basis)
So for 3 hours, you can do whatever you want. If you dont log in, you wont get skill decay. If you dont play more than 3 hours then you wont suffer from skill decay.
The effect of atrophy is getting the people used to not min maxing and itll bring the focus on actual gameplay instead of min maxing their skills. Itll give a sense of progression without making it go way higher. Of course Im looking at the skills in the way you look at EVE skills. I could write a much longer description on how I would make the skill atrophy work but it would possibly be completely different to how the OP would make it.
But still
bullet form:
Skill decay only happens after 3 hours of gametime which Im assuming resets every 24 hours.
Skill decay will make the content work around the fact that skill points will be increasing and decreasing.
Because of this, content will be repeatable and instead of be end heavy, content will be distributed around all levels of skill.
It balances hardcore vs casual o.o
''/\/\'' Posted using Iphone bunni ( o.o) (")(") **This bunny was cloned from bunnies belonging to Gobla and is part of the Quizzical Fanclub and the The Marvelously Meowhead Fan Club**
Huh? It only decays after 3 hours of being logged in (which I already stated that I assume thats on a per day/24 hour basis)
So for 3 hours, you can do whatever you want. If you dont log in, you wont get skill decay. If you dont play more than 3 hours then you wont suffer from skill decay.
The effect of atrophy is getting the people used to not min maxing and itll bring the focus on actual gameplay instead of min maxing their skills. Itll give a sense of progression without making it go way higher. Of course Im looking at the skills in the way you look at EVE skills. I could write a much longer description on how I would make the skill atrophy work but it would possibly be completely different to how the OP would make it.
But still
bullet form:
Skill decay only happens after 3 hours of gametime which Im assuming resets every 24 hours.
Skill decay will make the content work around the fact that skill points will be increasing and decreasing.
Because of this, content will be repeatable and instead of be end heavy, content will be distributed around all levels of skill.
It balances hardcore vs casual o.o
You and I have have some different ideas bout this idea but I'd really love to see your write-up of how it would work if you wanted to write it.
Yeah, I would imagine skill decay being reset every 24 hours. After all, what's the point if it lasted a week or longer before resetting..
I think people would still be capped in their main specs just by playing them. This is encouragement to get people to do more than just idle in town.
I do agree that it would also allow developers to tweak to an atrophy state.
And yeah, I think the 3 hour buffer keeps casuals safe from spending what time they do have logged in as grinding skills just to keep efficient for the old content his super casual guild wants to try this week.
Spec'ing properly is a gateway drug. 12 Million People have been meter spammed in heroics.
Well..My idea of the decay system would be that EVERYTHING in game takes into account of the skill system.
If I were to make it, I would make it so that skill decay applies whenever you gain skills but at a decreased rate. Instead of putting a hard skill cap, there would be a soft cap placed depending on what kind of content you are doing.
Its a bit hard to seperate this from my experimental idea which Im sure people will hate o.o
Combat is basically handled by a cover me system and is designed on group vs group combat so that means everyone is protecting each other with interrupts or w/e and its not even an MMORPG system o.o its single player with npcs or multi player o.o So yah forced grouping
Anyways! The way this skill thing will work is that each skill has a few skills affecting it.
Example would be Heavy Weapons gets skill points, then a lance heavy weapon will give you skill points for both heavy weapons and the lance, finally each lance attack will get its own skill points along with adding it to the lance skill.
Each of those will get their own customization thingies which you can fill with the skill points you earned.
So with heavy weapons, you can add skill points to it that affects all the ehavy weapons you use then putting things in the lance category will affect only lances then the attacks will each get their own customization thingies.
Now as you continuously use it, it will continue increasing until you cant really gain anymore without specifically grinding but then it will be impossible to get that skill level if you dont continuously grind. So if you were to grind one specific lance skill up, it wont matter because if you only use that skill sometimes, it will fall. This point will be the important point. Casual players reach it if they play that content and hardcore players will reach it if they play that content.
Ofc the decay will be different if you actually use the skills. It will decay to a certain point but it wont decay to the point of useless-ness. If you reallyy really liked using a certain fire spell, then you start using other lightning spells then the fact that youre using it will prevent decay for the most part. Itll be set up so the decay will only affect things that are way too un-natural such as grinding to a high skill level then doing content that will not be reasonable with that skill level. Also, the skill points used will be more or less like eve equipment. Best will not be so much better than the worst. Itll be like....10-20% better so that people can experiment. You also dont lose actual skills so that getting them back up in tip top shape will not have to be the result of grinding up again but actually playing the game and the different content.
With this kind of system in place, its 100000x easier to encourage people to just play because its easier to pace the content and easier to get people to just focus on the actual gameplay instead of shinies and carrots.
im sure i forgot stufff but im sleeepieeee nn
''/\/\'' Posted using Iphone bunni ( o.o) (")(") **This bunny was cloned from bunnies belonging to Gobla and is part of the Quizzical Fanclub and the The Marvelously Meowhead Fan Club**
Comments
I dont get at all why people are equating this kind of skill system with raiding content which uses gear and stats as a baseline measure to do o.o II find it really confusing that people are doing that o.o
Anyways if skill is handled this way, then that means content will be based around the fact that people will be gaining and losing skill points constanty and NOT the way its handled in gear based progression whereyou need to be at the tip of the gear chain to be able to proceed to the next set of gear.
So at most, this type of skill system will be put in a very sand boxy world with PVE more similar to EVE rather than WoW.
''/\/\'' Posted using Iphone bunni
( o.o)
(")(")
**This bunny was cloned from bunnies belonging to Gobla and is part of the Quizzical Fanclub and the The Marvelously Meowhead Fan Club**
I can kinda see the raid point people are making, but what I'm not following is the benefit of atrophy.
What is the benefit to the MMO player of a system that penalizes them for either not using a particular skill or not logging in. It seems like an added maintenance/micromanagement feature.
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
"Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
Thanks for the tweaks.
Spec'ing properly is a gateway drug.
12 Million People have been meter spammed in heroics.
Agreed.
I could see a class less game where raising the ranks in some skills actually would lower your rank in another.
Like say that studying magic would affect your swordsplay or something.
But I would really hate to go on vacation a few weeks and have a noob toon when I got back. Or using silly skills like jumping all the time to not lose ranks in it, I remember rabbit jumping in Daggerfall to max out my skill...
It would also punish people that take a week of combat to maximize crafting and similar things.
If it was a little I can see the logic in it but a master swordman might loose some edge if he doesn't train in a while but he will still be really good compared to someone who never trained or fought as much.
Huh? It only decays after 3 hours of being logged in (which I already stated that I assume thats on a per day/24 hour basis)
So for 3 hours, you can do whatever you want. If you dont log in, you wont get skill decay. If you dont play more than 3 hours then you wont suffer from skill decay.
The effect of atrophy is getting the people used to not min maxing and itll bring the focus on actual gameplay instead of min maxing their skills. Itll give a sense of progression without making it go way higher. Of course Im looking at the skills in the way you look at EVE skills. I could write a much longer description on how I would make the skill atrophy work but it would possibly be completely different to how the OP would make it.
But still
bullet form:
Skill decay only happens after 3 hours of gametime which Im assuming resets every 24 hours.
Skill decay will make the content work around the fact that skill points will be increasing and decreasing.
Because of this, content will be repeatable and instead of be end heavy, content will be distributed around all levels of skill.
It balances hardcore vs casual o.o
''/\/\'' Posted using Iphone bunni
( o.o)
(")(")
**This bunny was cloned from bunnies belonging to Gobla and is part of the Quizzical Fanclub and the The Marvelously Meowhead Fan Club**
You and I have have some different ideas bout this idea but I'd really love to see your write-up of how it would work if you wanted to write it.
Yeah, I would imagine skill decay being reset every 24 hours. After all, what's the point if it lasted a week or longer before resetting..
I think people would still be capped in their main specs just by playing them. This is encouragement to get people to do more than just idle in town.
I do agree that it would also allow developers to tweak to an atrophy state.
And yeah, I think the 3 hour buffer keeps casuals safe from spending what time they do have logged in as grinding skills just to keep efficient for the old content his super casual guild wants to try this week.
Spec'ing properly is a gateway drug.
12 Million People have been meter spammed in heroics.
Just no - please!
Well..My idea of the decay system would be that EVERYTHING in game takes into account of the skill system.
If I were to make it, I would make it so that skill decay applies whenever you gain skills but at a decreased rate. Instead of putting a hard skill cap, there would be a soft cap placed depending on what kind of content you are doing.
Its a bit hard to seperate this from my experimental idea which Im sure people will hate o.o
Combat is basically handled by a cover me system and is designed on group vs group combat so that means everyone is protecting each other with interrupts or w/e and its not even an MMORPG system o.o its single player with npcs or multi player o.o So yah forced grouping
Anyways! The way this skill thing will work is that each skill has a few skills affecting it.
Example would be Heavy Weapons gets skill points, then a lance heavy weapon will give you skill points for both heavy weapons and the lance, finally each lance attack will get its own skill points along with adding it to the lance skill.
Each of those will get their own customization thingies which you can fill with the skill points you earned.
So with heavy weapons, you can add skill points to it that affects all the ehavy weapons you use then putting things in the lance category will affect only lances then the attacks will each get their own customization thingies.
Now as you continuously use it, it will continue increasing until you cant really gain anymore without specifically grinding but then it will be impossible to get that skill level if you dont continuously grind. So if you were to grind one specific lance skill up, it wont matter because if you only use that skill sometimes, it will fall. This point will be the important point. Casual players reach it if they play that content and hardcore players will reach it if they play that content.
Ofc the decay will be different if you actually use the skills. It will decay to a certain point but it wont decay to the point of useless-ness. If you reallyy really liked using a certain fire spell, then you start using other lightning spells then the fact that youre using it will prevent decay for the most part. Itll be set up so the decay will only affect things that are way too un-natural such as grinding to a high skill level then doing content that will not be reasonable with that skill level. Also, the skill points used will be more or less like eve equipment. Best will not be so much better than the worst. Itll be like....10-20% better so that people can experiment. You also dont lose actual skills so that getting them back up in tip top shape will not have to be the result of grinding up again but actually playing the game and the different content.
With this kind of system in place, its 100000x easier to encourage people to just play because its easier to pace the content and easier to get people to just focus on the actual gameplay instead of shinies and carrots.
im sure i forgot stufff but im sleeepieeee nn
''/\/\'' Posted using Iphone bunni
( o.o)
(")(")
**This bunny was cloned from bunnies belonging to Gobla and is part of the Quizzical Fanclub and the The Marvelously Meowhead Fan Club**