proficiency overhaul and experience decay

I think that the introduction of a version of experience decay would acctually be beneficial to this game. Normally I hate it but Salem could make it work.
I have been playing on and off for two months and have by now mastered every skill save three. Those are comming around too. Never have I had to have a strategy for getting there, apparently I never needed one. This means I can now do every task, build every machine in the game, on my own. No need to interact with other players. Good? Bad!
We want people to interact and do stuff together or form reliable trade pacts. Preferably both. We want the loss of a character to be a loss not only to the player but to his or her friends as well.
What we want is specialization and the best way to get there is to impeed generalization. This is my proposed way to do that, it involves some changes to how profs and skills work.
Proposed change below:
Every time you study an inspirational you add points to profs much like today. The only purpose of adding these points however is to raise your proficiency, no need to "pay" for skills.
Skills are not learnt but rather active or not active. That is, you can activate a skill you want to use or choose to deactivate a skill you no longer want to use.
You can choose to have active any skills that you are eligible for in accordance with the skill tree as long as the total amount of proficiencies required does not exceed your maximum proficiency for any proficiency.
Every 24 hours you lose 1% of points invested in proficiencies. This can lower your maximum proficiency. If your maximum proficiency is insufficient to keep all your skills active, some might be deactivated.
As a token of achievement and as a way to promote long term play and truly powerfull characters though, as proficiencies are lost some are becoming second nature. This could be implemented either by a nondecaying part of proficiencies or as a lowered cost of activating skills that have been active for a long time, preferably the latter. I suggest lowering skill prof reqs by 1% of profs lost. This would prolly save us much hate from xp decay haters while not having a huge impact on gameplay.
I also propose adding or rasing time and humor cost to alot of activites and new skills to lower them. This is to add more skills to the game, more ways to build your character and greater benefit to specialization. This, along with continual lowering of skill cost and better infrastructure/purity/covillagers is the way to break the steady state that might result after a while.
Hopefully this means that in a village of three people there will only be one farmer, one miner and one forager/fisher and everything else will be traded for. You can of course change your job but that will come at a cost as you have to raise new profs and old skills might be unsuited for your new job.
This also means rading now has a greater detrimental effect on villages as profs will be lost while rebuilding machines and defenses. The kind of systematic damage you can see in shocks to complex systems like societies. The level of player organization and time played per day will now cap player proficiencies.
The decay should be low enough not to bother new players. 1% per day would hardly be noticable i think.
I know this is a pretty big change to the game and could not be done without a sever reset but i still wanna hear what you think. Also, this is a pretty big mass of text, dont hate on me before asking me about specifics.
I have been playing on and off for two months and have by now mastered every skill save three. Those are comming around too. Never have I had to have a strategy for getting there, apparently I never needed one. This means I can now do every task, build every machine in the game, on my own. No need to interact with other players. Good? Bad!
We want people to interact and do stuff together or form reliable trade pacts. Preferably both. We want the loss of a character to be a loss not only to the player but to his or her friends as well.
What we want is specialization and the best way to get there is to impeed generalization. This is my proposed way to do that, it involves some changes to how profs and skills work.
Proposed change below:
Every time you study an inspirational you add points to profs much like today. The only purpose of adding these points however is to raise your proficiency, no need to "pay" for skills.
Skills are not learnt but rather active or not active. That is, you can activate a skill you want to use or choose to deactivate a skill you no longer want to use.
You can choose to have active any skills that you are eligible for in accordance with the skill tree as long as the total amount of proficiencies required does not exceed your maximum proficiency for any proficiency.
Every 24 hours you lose 1% of points invested in proficiencies. This can lower your maximum proficiency. If your maximum proficiency is insufficient to keep all your skills active, some might be deactivated.
As a token of achievement and as a way to promote long term play and truly powerfull characters though, as proficiencies are lost some are becoming second nature. This could be implemented either by a nondecaying part of proficiencies or as a lowered cost of activating skills that have been active for a long time, preferably the latter. I suggest lowering skill prof reqs by 1% of profs lost. This would prolly save us much hate from xp decay haters while not having a huge impact on gameplay.
I also propose adding or rasing time and humor cost to alot of activites and new skills to lower them. This is to add more skills to the game, more ways to build your character and greater benefit to specialization. This, along with continual lowering of skill cost and better infrastructure/purity/covillagers is the way to break the steady state that might result after a while.
Hopefully this means that in a village of three people there will only be one farmer, one miner and one forager/fisher and everything else will be traded for. You can of course change your job but that will come at a cost as you have to raise new profs and old skills might be unsuited for your new job.
This also means rading now has a greater detrimental effect on villages as profs will be lost while rebuilding machines and defenses. The kind of systematic damage you can see in shocks to complex systems like societies. The level of player organization and time played per day will now cap player proficiencies.
The decay should be low enough not to bother new players. 1% per day would hardly be noticable i think.
I know this is a pretty big change to the game and could not be done without a sever reset but i still wanna hear what you think. Also, this is a pretty big mass of text, dont hate on me before asking me about specifics.