Skillchoice

by Richter

Back to Ideas.

Richter2005-08-03 23:59:57
I had an idea.

What if one of your skillchoices was non-combat? What if you didn't -want- to be a warrior? What -if- your third guild skill wasn't pure fighting, and it took parts of a tradeskill, and some RP things, and mixed them together?

Example:

New Ebonguard skillset A:

-Forging is a prerequisite

*ability that lets your runes on your own weapons become permanent
*ability that lets you fuse a poison into your blade. You can still wipe it off, but it doesn't wear off.
*ability that cuts forging time by 20%
*ability that lets you travel in the forest undergrowth (cool area, neat stuff in it)
*abilities that don't say WHOA, COMBAT

...that kind of stuff.
Elryn2005-08-04 00:03:45
I strongly want this concept to be considered, but I don't think it should be exclusive to combat skills.

Your existing skills should have aspects which are as equally non-combatative as combatative. Saying you have to give up fighting (almost the only way to interact with others and the environment productively) to be able to have something nondestructive to do is a bit unfair, in my opinion.
Unknown2005-08-04 00:08:01
If those new, non-combatative skills were an addition to the skillsets, not a replacement of some existing skills, sure, I'm all for it.
Unknown2005-08-04 00:16:26
Well, the best thing you could do (If it was in addition to the skills) is to get rid of your option of a Tradeskill for another non-combative skill. However, I like the idea of it replacing combative skills since the point is to give options to people who don't enjoy combat (Or that would be my assumption). Influence aside, only Tradeskills and Arts open up the non-combative side of things for people and this sounds like it'd be something nice to add eventually.
Shorlen2005-08-04 00:25:00
QUOTE(Richter @ Aug 3 2005, 07:59 PM)
I had an idea.

What if one of your skillchoices was non-combat? What if you didn't -want- to be a warrior? What -if- your third guild skill wasn't pure fighting, and it took parts of a tradeskill, and some RP things, and mixed them together?

Example:

New Ebonguard skillset A:

-Forging is a prerequisite

*ability that lets your runes on your own weapons become permanent
*ability that lets you fuse a poison into your blade. You can still wipe it off, but it doesn't wear off.
*ability that cuts forging time by 20%
*ability that lets you travel in the forest undergrowth (cool area, neat stuff in it)
*abilities that don't say WHOA, COMBAT

...that kind of stuff.
161091



Then you wouldn't be playing Lusternia, a MUD designed with combat being the primary game design consideration. Okay, not combat so much as conflict. I am not saying this is a good or bad thing, but it *is* the way things were designed.
Unknown2005-08-04 00:30:48
That's why he's suggesting this. Not only does it draw Lusternia away from the focus of combat, but it introduces a new audience to the MUD, which would in turn bring it more credits and more reason to diversify things (At least from a playerbase standpoint. I don't think the admin would have to do much other than code nifty skills, but what skills is the real question).

Diversity in a MUD by IRE would bring it near perfection. I'm not saying there would ever be a balance, but provided people had roleplay reasons with these abilities then there's no telling how things would evolve. It'd be a big gamble though.
Unknown2005-08-04 01:12:44
I thought the primary focus of Lusternia was RP then in was combat? Hey, I'm just asking, not flaming or anything.

By the way, that's an awesome idea. I would love more non-combat skills. So far, I'm trying to get some RP out of my Astrology/Arts/Undecided tradeskill character.

Edited because I can't type
Richter2005-08-04 05:02:49
QUOTE(KidHendrix @ Aug 3 2005, 04:30 PM)
That's why he's suggesting this. Not only does it draw Lusternia away from the focus of combat, but it introduces a new audience to the MUD, which would in turn bring it more credits and more reason to diversify things (At least from a playerbase standpoint. I don't think the admin would have to do much other than code nifty skills, but what skills is the real question).

Diversity in a MUD by IRE would bring it near perfection. I'm not saying there would ever be a balance, but provided people had roleplay reasons with these abilities then there's no telling how things would evolve. It'd be a big gamble though.
161101



Yes!

QUOTE(Endlessnite @ Aug 3 2005, 05:12 PM)
I thought the primary focus of Lusternia was RP then in was combat? Hey, I'm just asking, not flaming or anything.
161111



It's supposed to be, but as most of our skills are aimed towards combat, people fight all the time. In the real world, most of us do not fight. This is not the real world, but I don't see why everyone would fight all the time.

Imagine if some of us led "real" lives in Lusternia. Day to day, interacting with families, doing stuff other than killing. As it was said, diversity here, would make it near perfect.
Gwylifar2005-08-04 14:00:47
You have to keep in mind that everything in the structure of Lusternia is built around opposing forces, all player-run. This is inherently hugely supportive of the aspects of roleplay that are subsumed within conflict and almost entirely destructive of the aspects of roleplay that are not. I agreed with Elryn about making it so the skills didn't reflect so strong an emphasis on combat, but look a little deeper. For most Lusternians, everything in the world around them is part of some conflict with another organization. Changing the skills to include more things that aren't driven by that is going one level deeper but it's still superficial and still won't change anything. The underlying issue is that all our motivations are still dominated by conflict, and the only way to change that is to try a world where conflict is only part of what's going on, and where many of your struggles are against things other than other players -- non-player entities and threats, the natural world, your own limitations, etc.
Unknown2005-08-04 16:22:13
QUOTE(Gwylifar @ Aug 4 2005, 10:00 AM)
You have to keep in mind that everything in the structure of Lusternia is built around opposing forces, all player-run.  This is inherently hugely supportive of the aspects of roleplay that are subsumed within conflict and almost entirely destructive of the aspects of roleplay that are not.  I agreed with Elryn about making it so the skills didn't reflect so strong an emphasis on combat, but look a little deeper.  For most Lusternians, everything in the world around them is part of some conflict with another organization.  Changing the skills to include more things that aren't driven by that is going one level deeper but it's still superficial and still won't change anything.  The underlying issue is that all our motivations are still dominated by conflict, and the only way to change that is to try a world where conflict is only part of what's going on, and where many of your struggles are against things other than other players -- non-player entities and threats, the natural world, your own limitations, etc.
161375




It would be nice it there were sub-plots going on within each city or commune to take our minds off of the city versus city versus commune things. I wish I were more creative, I would definately try to stir up some stuff.
Richter2005-08-04 21:00:14
So yeah, not-primarily-focused-on-combat-skillsets. Would that upset the balance of our combat-focused game?
Unknown2005-08-05 02:06:47
QUOTE(KidHendrix @ Aug 4 2005, 12:16 AM)
Well, the best thing you could do (If it was in addition to the skills) is to get rid of your option of a Tradeskill for another non-combative skill. However, I like the idea of it replacing combative skills since the point is to give options to people who don't enjoy combat (Or that would be my assumption). Influence aside, only Tradeskills and Arts open up the non-combative side of things for people and this sounds like it'd be something nice to add eventually.
161097


Actually I rather meant adding some non-combatative skills as an addition to existing ones in all skillsets (or at least some guild skillsets). For example, in Nihilism, I'd get a few skills suited for rituals. But all my existing combat skills should stay!

No combatative skills should be removed in favour of roleplaying ones (balance issues, and also think how many fighters would be disappointed if some of their skills go away).

Making it an option also isn't fair, why would you want to divide people into roleplayers and fighters like they were mutually exclusive.
I think the point is to unite them rather, combine combat and roleplaying to make the realm both, dynamic and immersive.
Unknown2005-08-05 02:19:36
QUOTE(Kashim @ Aug 4 2005, 10:06 PM)
Making it an option also isn't fair, why would you want to divide people into roleplayers and fighters like they were mutually exclusive.
I think the point is to unite them rather, combine combat and roleplaying to make the realm both, dynamic and immersive.
161703


(I like the part I didn't quote, by the way, but...)

I would think, whether there's an option or not, those that roleplay will always roleplay even if they fight and those that don't won't bother to roleplay. I had thought that roleplay was crucial and an automatic piece of Lusternia that comes before combat, but judging from a lot of the responses all over the forums I guess that isn't the case.

I like the idea of Rituals/Ceremonies in Nihilism/Celestialism and perhaps expansions to Moon/Night for coven-like things that affect something statistic, but if you mean things just for the purpose of roleplay then that should be able to the playerbase of that particular organization to start and carry out.

Personally I don't think this "Skillchoice" topic has anything to do with roleplay. It's just a substitution for those that don't prefer to participate in combat. We should all be roleplaying regardless to our combat abilities.