Artifact Bonus Skills

Forum for suggesting changes to Salem.

Artifact Bonus Skills

Postby pistolshrimp » Wed Mar 25, 2015 7:47 am

It goes like this: At certain amounts the artifact bonuses unlock additional skills or moves.

For instance Impact Power
at 50 : unlocks Right Hook
at 100: unlocks Bolo Punch
at 150: unlocks Haymaker

or Affluence
at 100 unlocks shrug emote
at 500 unlocks yawn emote
at 1000 unlocks the Shake Fist at God Emote

The idea here is two-fold, first it futher emphasizes people to push the limits of their clothing and rewards those who can do so. Secondly as the vast majority would be combat based it would add an additional shot of complexity/variety and planning into combat and combat gear. Players are forced to make a decesion to have say three additional lower-end attack moves or put all their emphasis into a single Artifact Bonus and unlock the highest teir skill.
User avatar
pistolshrimp
 
Posts: 1826
Joined: Sun Mar 31, 2013 6:38 pm

Re: Artifact Bonus Skills

Postby Argentis » Wed Mar 25, 2015 7:51 am

Love this idea. That would go hand in hand with the rework of the combat system nicely.
User avatar
Argentis
 
Posts: 1667
Joined: Sun Jan 06, 2013 8:59 pm

Re: Artifact Bonus Skills

Postby Barny » Wed Mar 25, 2015 7:58 am

Argentis wrote:Love this idea. That would go hand in hand with the rework of the combat system nicely.

+1 Wery nice system. Not just one type of artifact spam, but need some research and find the best combination for current target. Hope we are will see more an extensive this system in future. :)
User avatar
Barny
 
Posts: 233
Joined: Tue Jan 15, 2013 3:55 pm

Re: Artifact Bonus Skills

Postby Heffernan » Thu Mar 26, 2015 3:17 am

Woodworking = Chance on X + boards when making boardstacks

Woodworking = lower chance of Moldy Boards

Woodworking = higher chance of Oiled Boards

Mining = Higher Chance of Blistersteel instead of Dross

Mining = more iron Bars

Weaving = random chance to instantly make a clothing piece 0 difficulty

Feasting = wearing enough Feasting+ reduces your quaffled and quenched slowly

Feral Defense = random x% chance to Stun a Animal when it attacks you

Criminality = x% chance to not leave any Scents

having 6+ pockets = higher weight

etc....
User avatar
Heffernan
 
Posts: 8564
Joined: Mon Sep 08, 2014 3:07 pm
Location: Marps Closet

Re: Artifact Bonus Skills

Postby pistolshrimp » Thu Mar 26, 2015 6:28 am

Heffernan wrote:
Woodworking = Chance on X + boards when making boardstacks

Woodworking = lower chance of Moldy Boards

Woodworking = higher chance of Oiled Boards

Mining = Higher Chance of Blistersteel instead of Dross

Mining = more iron Bars

Weaving = random chance to instantly make a clothing piece 0 difficulty

Feasting = wearing enough Feasting+ reduces your quaffled and quenched slowly

Feral Defense = random x% chance to Stun a Animal when it attacks you

Criminality = x% chance to not leave any Scents

having 6+ pockets = higher weight


etc....


While I like those ideas, my idea is that the bonuses unlock skills, crafts, moves, emotes, not necessary adding additional profeciency type bonuses.
User avatar
pistolshrimp
 
Posts: 1826
Joined: Sun Mar 31, 2013 6:38 pm

Re: Artifact Bonus Skills

Postby Scilly_guy » Thu Mar 26, 2015 11:30 am

Perhaps woodworking could unlock whittling without a bench at a certain level?
Scilly_guy
 
Posts: 742
Joined: Wed Feb 20, 2013 12:05 pm

Re: Artifact Bonus Skills

Postby Procne » Thu Mar 26, 2015 11:34 am

I think unlocking moves and/or crafts is something for proficiencies. You increase proficiencies and learn new skills.
Artifacts should make you better at specific tasks. Let's keep those two things separate and not try to blend them
Image
Procne
 
Posts: 3696
Joined: Mon Sep 03, 2012 11:34 pm

Re: Artifact Bonus Skills

Postby Scilly_guy » Thu Mar 26, 2015 12:37 pm

Procne wrote:I think unlocking moves and/or crafts is something for proficiencies. You increase proficiencies and learn new skills.
Artifacts should make you better at specific tasks. Let's keep those two things separate and not try to blend them

My understanding is this:
Proficiencies unlock skills and bonuses to certain actions
Skills unlock moves and crafts
Artifices increase your efficiency

The whole point of this suggestion is to mix things up a little with a few minor tweaks, they are hopefully things that wouldn't make a massive difference to game play, the combat moves suggested could only be better by a fraction of a second, or a tiny reduction in YB cost. The ability to whittle anywhere but only when wearing your +200 wood working set is hardly game breaking. Poses/Emotes/etc are purely cosmetic, it wouldn't hurt to add a swagger movement option that is only available if you have +1000 affluence.
Scilly_guy
 
Posts: 742
Joined: Wed Feb 20, 2013 12:05 pm

Re: Artifact Bonus Skills

Postby Procne » Thu Mar 26, 2015 1:21 pm

I think devs want to avoid this mixing and that's why existing gear and proficiency bonuses were changed to the current state.
More info here: viewtopic.php?f=3&t=12349&p=185802#p185802
Image
Procne
 
Posts: 3696
Joined: Mon Sep 03, 2012 11:34 pm

Re: Artifact Bonus Skills

Postby pistolshrimp » Thu Mar 26, 2015 4:07 pm

Procne wrote:I think devs want to avoid this mixing and that's why existing gear and proficiency bonuses were changed to the current state.
More info here: viewtopic.php?f=3&t=12349&p=185802#p185802


I don't see anything paticularly damning to this idea in that post. Perhaps unlocking skills isn't the best way to describe this suggestion. It's bonuses for having bonuses which might seem a little much at first but it rewards actions that in the game currently have no strong point. How many people have a impact defense set?

If a real world counterpart is needed think perhaps about confidence, some people might derive a lot of confidence in how they dress allowing them to do something they might not have been able to do before. Sure IRL that might be to get up and dance, or flirt with that guy/girl at the bar, but the concept is the same.
User avatar
pistolshrimp
 
Posts: 1826
Joined: Sun Mar 31, 2013 6:38 pm

Next

Return to Ideas & Innovations

Who is online

Users browsing this forum: No registered users and 6 guests