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Artifact Bonus Skills

PostPosted: Wed Mar 25, 2015 7:47 am
by pistolshrimp
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.

Re: Artifact Bonus Skills

PostPosted: Wed Mar 25, 2015 7:51 am
by Argentis
Love this idea. That would go hand in hand with the rework of the combat system nicely.

Re: Artifact Bonus Skills

PostPosted: Wed Mar 25, 2015 7:58 am
by Barny
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. :)

Re: Artifact Bonus Skills

PostPosted: Thu Mar 26, 2015 3:17 am
by Heffernan
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....

Re: Artifact Bonus Skills

PostPosted: Thu Mar 26, 2015 6:28 am
by pistolshrimp
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.

Re: Artifact Bonus Skills

PostPosted: Thu Mar 26, 2015 11:30 am
by Scilly_guy
Perhaps woodworking could unlock whittling without a bench at a certain level?

Re: Artifact Bonus Skills

PostPosted: Thu Mar 26, 2015 11:34 am
by Procne
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

Re: Artifact Bonus Skills

PostPosted: Thu Mar 26, 2015 12:37 pm
by Scilly_guy
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.

Re: Artifact Bonus Skills

PostPosted: Thu Mar 26, 2015 1:21 pm
by Procne
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

Re: Artifact Bonus Skills

PostPosted: Thu Mar 26, 2015 4:07 pm
by pistolshrimp
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.