by agentlemanloser » Wed Aug 19, 2015 8:14 pm
In general, I agree with item #1, or at least the need for a bit of a rethink. However, you should be very careful in how you approach modifying this aspect of the game. Whatever you do, you should aim for additions and alternatives to gaining proficiency points instead of major changes to how this system operates. If I understand you correctly, you mean to say that mining one boulder might translate to a 50pt progression for the M&M proficiency. Depending on level, mining a hundred boulders could translate to a point or two progression up the M&M ladder. I have no problem with such a system. Studying an inspirational is instant, gaining proficiency through tasks is slow but requires no inspiration points—this is a good approach for early weeks of play, and also offsets the irritation of a depleted inspiration point supply. Keep the proficiency gain low enough per task, and higher levels would still prefer study to practice, as study is faster. I would welcome such an additional system.
As for your other approach, which is requiring a number of repetitive tasks to learn a skill, I must emphatically disagree. Make no mistake, I am not fundamentally opposed to skills requiring certain feats exterior to the numbers themselves, but such an idea should only be considered in relation to high-level skills. Take Viscera & Bits as an example. Anyone making a hunting alt will, of course, shoot for this skill. That said, a hunting alt will, by definition, be hunting, so it wouldn’t be unreasonable to require that Viscera & Bits requires certain numbers of kills of, say, most or all Light-related fauna. Since it takes a bit of time to put a higher level skill on an alt, I can’t see that requirement for a higher tier skill being an impediment. However, as Darwoth wisely pointed out, putting such hoops on low- and mid-tier skills would be profoundly annoying and simply be a way to discourage alt creation. For better or worse, this is a game that requires multiple characters. Even so, having a few more restrictions on the genuinely high-level, endgame-ish skills is a different animal, since anyone who raises an alt to that level won’t have a problem playing the character, provided the requirements are directly related to the alt’s profession. A high-level trade skill might as well require practice of the trade. Please note, however, that I am not saying one should chop 100 trees, or, in this case, kill 100 rabbits, 100 beaver, etc. before the skill Viscera & Bits could be acquired. That kind of requirement would be insane. Rather, some smaller number of cricket, rabbit, rattler, beaver, deer, bear, and cougar is not at all unreasonable. Asking me to kill 100 crickets to get small game hunting would, however, be beyond unreasonable.
And, while I am discussing alternative methods to proficiency gain, let me say that you have missed a trick with the scribing system. We currently have fifteen proficiencies. We also have a scribing system not fully integrated into the gaming experience. Why do we not have craftable books related to each proficiency? For instance, when a person reaches 100 T&N, they can craft the Ars Sutura, a consumable multi-use inspirational requiring paper, leather, and inspiration points to create. The inspirational would fit in somewhere at the mid to upper end of the T&N scale, only granting points to that one proficiency and drawing a much larger BB and inspiration toll to use. At 300 T&N, a better version drawing far more inspiration points for a far better outcome could be made. At 500, an even better version, etc. This would be a relatively simple addition to the game, since you already have skins for arcane books in the code. When you previously played with this idea, you were thinking about instant acquisitions of skills, which is a difficult thing to balance. Simply using the scribing system to craft another category of inspirationals dependent on one’s own level of skill requires very little balancing and would add another facet to the in-game economy, making extremely high proficiencies more profitable.
Gluttony, on the other hand, is a tricky system and I don’t feel qualified to speculate much on what would or would not work. I agree with Darwoth that it works well enough (though I do have nostalgia for the earlier incarnation). I will say this, though: my above point about additions and alternatives rather than sweeping changes probably holds here as well. Your craving-per-hour approach strikes me as wrong, but the craving idea is not a bad thing in and of itself. Better would be a simple graphic display during a gluttony session representing temporary cravings or, for that matter, temporary dislikes. Immediately after the gluttony session starts, a craving window accompanying the current list of food groups would appear, showing both a food group and a specific food item randomly. The food group craving would come with, say, a 50% full & fed up reduction per item consumed, while the specific craving food would come with a 100% reduction and a .5X effectiveness bonus. Once a humor point was gained, the craving would reroll. Below the craving window would be a dislike window, showing a food group and a food item with the inverse bonuses of the ones above. I could even see a dynamic system emerging, similar to H&H’s personal beliefs system, related to one’s culinary preferences and gastronomic adventures. If a player eats nothing but deviled beaver and nutcracker suites (during gluttony sessions or not), then that player might find that they only like the meat group and dislike everything else, certainly a double-edged sword during gluttony sessions. Over the course of a session, the single craving would eventually be “filled,” leaving no remaining possibilities for bonuses. I can’t imagine such a system being difficult to implement either, since it would be little more than a matter of counting what was eaten. This type of approach wouldn’t be a sweeping change, either, since the old system would still exist. Rather, it would add another layer of complexity and would foster the creation of certain kinds of mid-level alts while making the development of higher level characters a bit more interesting. But, like I say, this is a complex system already and my suggestion might have other drawbacks.
This is also a good time to point out that I am not satisfied with the alchemy simplification—or, rather, I like the aether simplification, but I also wanted complexity as well. Why not simply reactivate the old alchemy equipment with code tweaks, allowing for the boosting of aether by another 100%, if only for food? I’m sure many people would be entirely willing to set up a lab dedicated to mass raising their bagels from 95% to 125%, even though many meth-lab level risks accompany the task. Complexity isn’t a dirty concept in game design. Rather, complexity is an addendum to a solid base of elegant simplicity and is thus a reward to those of us who enjoy depth.