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Sign upRethinking XP and skill comprehension #613
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Other than mechanic (7), this sounds pretty awesome. Can't wait to see it coded :). EDIT: And to clarify, I meant that I'm not sure whether (7) is quite the right approach, thematically and gameplay-wise. It might be, but I think I'd need to play with it in order to judge. |
ethankaminski
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ethankaminski
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Rework learning mechanics, as per issue #613 #1091
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My proposal for an alternative for skill books and skill rust follows, at would dovetail decently with the proposed system: First off, we will need to track a few more values than 'current skill'. Instead, we'll need to track the following: This means that: |
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Seems like it would make sense for skill rust to not use up XP/focus/whatever? That would make the rust penalty a lot less painful. Also, should we allow skill gain to continue (perhaps at a reduced rate) when the skill is rusted? For books: that does seem like it would be a bit more effective than the current mainline system, or the current system as implemented in my testing branch. Fine-tuning the numbers will be interesting, of course. |
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Yeah, I was imagining skill rust recovery as it's own thing on the side, that is affected by Focus but doesn't really effect focus (or anything else) in return. Also, I really want to add an "Inspired" ability that grants random, short term Boosts to various skills, in case you didn't notice. |
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It sounds like a pretty sweet system. I do agree that base skill gain rates should be slowed down while you are working off rust (since if you are just reviewing you usually aren't learning too much new information). |
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I like the rust as a penalty as opposed to degrading actual skill level, What are you trying to depict with the book thing? I have trouble wrapping
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Alright, I'm going to implement GlyphGryph's rust system, then. I'll do that as a separate pull request, since skill rust being OP and annoying is a separate issue from the learning system needing work. |
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@kevingranade I'm trying to depict a slightly abstracted and game-applicable version of what I assumed was the general real-life virtue of skill books (text books, manuals, technical literature), but maybe I'm over generalizing if it doesn't seem familiar to you. But "You read a book about something, gain some insight, but then if you don't practice, you not only don't gain any practical benefit (effective skill gain), but you lose the insight over time as well?" effectively describes my experience in real life, yes. I (and I assume others) use books primarily in this manner, with the book it's serving as a guide "this is what you should practice and how" and primer "this is what you should be thinking about as you approach the problems". Think of school - you read a chapter or three from the textbook, and then you /stop/ reading to do some practical application. Otherwise, it doesn't stick, because there's no real learning until you've figured out how to apply it. This is how I've approached skill books practically my whole life - if I fail to apply it within a reasonable time period (weeks in real life, but that equates to days in game) it is very much effectively lost. And yes, the books also act as a reference here, or at least a temporary source of innovation and ideas with the temporary crafting boost. I do think having additional recipe books (rather than skillbooks) is a good idea, and we've already started that in game, but in addition to being a mechanically sound approach to handling them, I think it my proposal accurately mirrors my own real-life experience with educational material as well. And when we do give the player the ability to simply "practice" at the cost of resources, the most efficient way to learn will be alternating stints between reading and reviewing sections of the book, punctuated by periods of "practicing" the new material, which I assume you would agree effectively mirrors most people's real life education experience, right? If you want to encourage this more, what we could do is put a 1-3 level cap on how far "potential" can surpass actual skill level. I don't think that would help gameplay-wise, though. |
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I think I understand what you are saying, and from what I understand I like the sounds of it. It's basically splitting the book system off into a separate system from skill levels, but that effects how quickly you can gain skills and what recipes you have access to. Something like: Actual Skill level - This is raised by doing "whatever", doesn't decrease through rust. Determines basic crafting recipes available Rust level - This slowly increases over time, and can be worked off very quickly by performing the skill. While you have "rust" on your skill any gains to your Actual Skill levels are reduced. This does not make you forget recipes, but affects all applications of the skill (so your chance of successfully performing said recipes/tasks drops) "Potential" level - This is bottom capped at your Actual Skill level. When you read a book this will increase your level for purposes of unlocking recipes. (But not for actual skill checks, so your % of success remains the same!). This degrades over time until it reaches your Actual Skill level, and any recipes that you unlocked with it are forgotten (unless you have increased your Actual Skill level to unlock them!). If Potential level > Actual Skill level then any gains to your Actual Skill level through practicing the skill are greatly increased. This could also lead to a few potential traits: |
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I think you've got a pretty accurate understanding of it. I was actually debating whether to classify the rust as a lower "effective level" or a positive "rust level" applied on top. Functionally identical either way. I like the ideas for traits as wells. |
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I'm gonna close this (since the bulk of the original proposal has been added), and open a new issue referencing this one re: the book discussion. |
FunnyMan3595 commentedApr 23, 2013
I went digging a bit ago to figure out what skill comprehension actually did, and was rather annoyed to discover that it is utterly useless past 100%. After a prod from DarklingWolf, I found issue #416 and the forum thread it references. I got the kernel of a solution as I was reading that, and needed to take a few minutes to hammer out the details, so I figured I'd do it in public. All specific numbers given should be taken with a grain of salt; they'll probably need balance work.
The basic problem is that while the XP pool is a good idea, it has some rather ugly side-effects in its current implementation:
Soron's initial changes were, at best, a quick fix. As the thread discovered, in attempting to fix surface issues, simple approaches just uncover the more fundamental problems with the system. Instead, I've taken several of the ideas in the thread, mixed them together with some of my own, and come up with what is (I hope) a consistent, sane, and fun system.
Again, the numbers probably need balance work, but once it's tuned right, it should hit all of the major problems with the existing system: