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The cloud server that hosts the main Skotos web site and the forums experienced a hardware failure on Saturday morning that unfortunately led to severe database corruption. Several attempts to restore it failed.

This led us to our backups, but the timing was a bit unfortunate. Since the failure occurred on a weekend morning, we didn't see it until after a new backup occurred, which contained the corrupted data, and which removed our previous daily backup. This forced us to our weekly backup, which was unfortunately at the end of its time: six days old.

So, the forums are back, but we had a six-day reversion.

This should not have affects on the rest of the site, since the majority of our data is saved in our main-user-database or our games, all on remote machines.
2 of 5 < >

Forums REversion

The cloud server that hosts the main Skotos web site and the forums experienced a hardware failure on Saturday morning that unfortunately led to severe database corruption. Several attempts to restore it failed.

This led us to our backups, but the timing was a bit unfortunate. Since the failure occurred on a weekend morning, we didn't see it until after a new backup occurred, which contained the corrupted data, and which removed our previous daily backup. This forced us to our weekly backup, which was unfortunately at the end of its time: six days old.

So, the forums are back, but we had a six-day reversion.

This should not have affects on the rest of the site, since the majority of our data is saved in our main-user-database or our games, all on remote machines.
3 of 5 < >

Forums REversion

The cloud server that hosts the main Skotos web site and the forums experienced a hardware failure on Saturday morning that unfortunately led to severe database corruption. Several attempts to restore it failed.

This led us to our backups, but the timing was a bit unfortunate. Since the failure occurred on a weekend morning, we didn't see it until after a new backup occurred, which contained the corrupted data, and which removed our previous daily backup. This forced us to our weekly backup, which was unfortunately at the end of its time: six days old.

So, the forums are back, but we had a six-day reversion.

This should not have affects on the rest of the site, since the majority of our data is saved in our main-user-database or our games, all on remote machines.
4 of 5 < >

Forums REversion

The cloud server that hosts the main Skotos web site and the forums experienced a hardware failure on Saturday morning that unfortunately led to severe database corruption. Several attempts to restore it failed.

This led us to our backups, but the timing was a bit unfortunate. Since the failure occurred on a weekend morning, we didn't see it until after a new backup occurred, which contained the corrupted data, and which removed our previous daily backup. This forced us to our weekly backup, which was unfortunately at the end of its time: six days old.

So, the forums are back, but we had a six-day reversion.

This should not have affects on the rest of the site, since the majority of our data is saved in our main-user-database or our games, all on remote machines.
5 of 5 < >

Forums REversion

The cloud server that hosts the main Skotos web site and the forums experienced a hardware failure on Saturday morning that unfortunately led to severe database corruption. Several attempts to restore it failed.

This led us to our backups, but the timing was a bit unfortunate. Since the failure occurred on a weekend morning, we didn't see it until after a new backup occurred, which contained the corrupted data, and which removed our previous daily backup. This forced us to our weekly backup, which was unfortunately at the end of its time: six days old.

So, the forums are back, but we had a six-day reversion.

This should not have affects on the rest of the site, since the majority of our data is saved in our main-user-database or our games, all on remote machines.
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New Game Feature: @class [Teach 2.0]

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  • New Game Feature: @class [Teach 2.0]

    Change Highlights

    1. All teachable skills are now broken into one of three categories; martial skills, crafting skills and scholarly skills.
    2. Characters may specialize in one of these three categories, doing so boosts how quickly they learn skills in that category and in some cases also opens up higher levels of skill advancement within that category which cannot be learned by non-specialists.
    3. You may now take a lesson up to three times a day, once in each of the three different skill categories.
    4. Social Points and CombatXP for lessons are now in effect; all lessons require Social Points, martial lessons additionally require CombatXP.
    5. RNG (luck) is no longer a factor in passing a lesson. Once enough Social Points have been converted into lesson experience, the respective skill advances to the next level. This is the only way to pass a lesson, there is no longer a dice toss involved.
    6. Lessons are now taught in @classes instead of being directly offered to a specific student. Any character present may join an @class being taught in the same room as them.
    7. Mastery points have been added for martial skills. These points are awarded for various martial feats and participation in major plot events and can be used to unlock higher levels in martial skills previously restricted to VPs only.


    Offering a Lesson Class

    Syntax: @class '<skill> <tier>
    Example: @class 'northern basic


    Lessons are now given in classes instead of on a one-on-one basis. All characters present in a room who wish to eavesdrop on your public lecture are able to do so, so if you are teaching a particularly rare or secret skill you don't wish passed on, it is advisable not to teach this skill in front of other witnesses. Use the @class command to begin teaching a class on a desired skill you possess, you will require one of the new teaching skills in order to do so. When beginning a class, two criteria must be indicated;

    Skill: The name of the skill being taught, this is nothing new.
    Tier: The tier or grade of the lecture you are giving, this can be either a basic class, an intermediate class, an advanced class or a masters class on the topic skill being taught.
    • Basic class: teaches levels 1, 2 and 3 in the given skill
    • Intermediate class: teaches levels 4 and 5 in the given skill
    • Advanced class: teaches levels 6 and 7 in the given skill
    • Master class: teaches levels 8, 9 and 10 in the given skill
    A character will only be able to join a class if they have the necessary skill level understanding of the skill being taught. Eg; a character with level 3 thrust skill can only benefit from an intermediate class on thrust.

    Once a teacher begins holding their class it does not end automatically. Rather, the teacher will intermittently give and receive emotes of teaching those present until the lesson is manually concluded or the teacher disconnects.


    Joining a Lesson Class

    Syntax: @learn with <teacher>
    Example: @learn with bob


    Any character may join a lesson class being held by a teacher in the same room as them so long as that character possesses the necessary prerequisite skills to receive that lesson. The amount of Social Points or CombatXP which are converted into skill experience for that skill at the end of the lesson depends on the instructor's teaching skill and their skill level in the skill being taught. If you do not possess enough Social Points or CombatXP to match the instructor's teaching ability you may still undergo the lesson using however many points you have available.

    A lesson takes 30 minutes and a major change has been implemented in that you may now take multiple lessons per day in different skills. This allows that your character isn't inexplicably prevented from studying the sword just because they had a Northern lesson that day, a common and awkward roleplaying situation. However, as lessons now require the use of experience points, you will still face a coded progression barrier that limits skill progression, that barrier is simply now based on point accumulation through roleplay activity instead of your ability to find a teacher daily. Though you may choose to split your studies between multiple skills, doing so will drain your reserve of experience twice as quickly, at the same time, if you miss a lesson for a few days you can 'catch up' more easily.


    Passing Lessons

    There is no longer an RNG (random roll/chance) element involved with the passing of lessons. Lessons now work as follows:

    1. Lesson commences between student and teacher.
    2. When the lesson ends, Social Points are converted into skill experience. This occurs at a 1:1 ratio with the amount of points converted depending on the teacher's skills (the higher the teacher's teaching skill, the more points they can convert in a lesson).
    3. When enough skill experience has been accumulated in the skill you are studying, the skill level is raised.

    Example:

    You have Novice (1) Northern, and 20/50 experience towards Apprentice (2) Northern. You have 70 Social Points, and based on your teacher's Teaching skill and Northern skill, they can convert 25 Social Points into skill experience per lesson. This means that after the lesson is complete, you will have 45/50 experience towards Apprentice Northern with 45 Social Points remaining. At tomorrow's lesson, you would use 5 of those 45 remaining points to reach 50/50 and pass your lesson.


    Skill Specializations

    Syntax: @specialization '<specialization>
    Example: @specialization 'scholar


    Player Characters in Castle Marrach may choose one of three specialization paths depending on the role and story they wish to tell with that character in our community. A specialization can be chosen at any time, and doing so grants your character bonuses that allow them to further master skills that fall under the specialization they have chosen. Selecting a specialization is a permanent choice, and the following specializations are offered:

    Scholarly specialization: Covers languages, sciences, medicines and magic related skills as well as the three teaching skills.
    Crafting specialization: Covers all crafting related skills.
    Martial specialization: Covers all dueling and weapon skills.

    Further information below.


    Scholarly Skills

    Unspecialized Skills

    All characters are automatically able to learn up to 20 scholarly skill levels spread throughout their scholar skills. For most characters, these will be languages skills used to learn up to two languages to Grand Master fluency (one of them almost certainly Northern) but also include magic skills such as sorcery and other magic trades, and science skills such as the healing skill. After reaching a total of 20 skill levels spread between all scholarly skills, no more can be learned unless the character chooses scholarly specialization.

    Note that though the teaching skills are listed as scholarly skills they do not count towards the 20 skill level cap.

    Scholarly Specialization

    Setting your character's specialization to 'scholar' removes the cap on the number of scholarly skills you can learn, allowing any number of linguistic, scientific or magic skills to be learned, and also increases the amount of skill experience you receive for scholarly skills when converting Social Points into skill experience.


    Crafting Skills

    Unspecialized Skills

    A non crafting specialized character is able to learn up to 14 crafting skill levels spread throughout all crafting skills, and is set to a hard cap of Senior Artisan (7) skill level in any crafting skill.

    Crafting Specialization

    Setting your character's specialization to 'crafting' removes all limitations for learning crafting skills and also increases the amount of skill experience you receive for crafting skills when converting Social Points into skill experience.


    Martial Skills

    Unspecialized Skills

    All characters are able to learn up to what is sometimes referred to as 'the plateau' of martial skills. This sits roughly around the martial limitations of senior OB martial positions such as Senior Duelists, Corporal, Preceptor and so on; it generally includes the skills that most martial characters who have been around for awhile have obtained by now.

    The formula for determining these skills is as follows:

    Any martial skills you start with at char gen, +4 levels
    Any martial skills you don't start with at char gen, +5 levels
    Any martial weapon skills, +7 levels

    This looks like this:

    Cut: Senior Artisan (7)
    Thrust: Senior Artisan (7)
    Guard: Senior Artisan (7)
    Recover: Artisan (6)
    Dodge: Journeyman (5)
    Rest: Journeyman (5)
    Attacking: Journeyman (5)
    Feint: Journeyman (5)
    Weapon Skills: Senior Artisan (7)

    Martial Specialization

    Unlike the other two specializations, setting your character's specialization to 'martial' does not immediately unlock the restricted skills that fall under this category. Instead you receive the following effects:

    - You immediately receive a permanent boost to both your strength and fatigue stats. These stats passively increase your character's damage and durability in all combat systems and grant an edge against non martial characters.
    - You indefinitely receive a boost to all CombatXP gains.
    - You are able to obtain and use combat mastery points (see below) and immediately receive 1 combat mastery point to unlock a single master quality martial skill.
    StoryHost Kurzon
    Castle Marrach Staff

    kurzon.marrach@outlook.com

    The destiny of the world is determined less by the battles that are lost and won than by the stories it loves and believes in.

  • #2
    Combat Mastery

    Syntax: @mastery '<skill name>
    Example: @mastery 'thrust


    With martial specialization, restricted skills that fall under this skill category are unlocked with the use of combat mastery points instead of automatically being unlocked when choosing this specialization. A single mastery point unlocks a single restricted martial skill. These points are not especially easy to come by, but are awarded for particular in-game feats such as:

    - Winning major Crown sponsored martial tournaments
    - Passing the Knight's Challenge
    - Facing down particularly significant foes during Major Plots
    - Potentially as a reward for significant senior/leadership service in a martial guild, if we can come up with a fair/consistent means of tracking it
    - Possibly other noteworthy, martially oriented roleplay stories, scenes and player plots as they arise and are brought to Staff's attention. The exact criteria for this will have to be determined and recorded as this becomes a more standard practice but mastery points won't be granted whimsically.
    - There are a number of coded, automated means of receiving mastery points when completing one-time achievements, such as reaching X amount of total battles fought, defeating X amount of enemies, and so on. There are separate achievements for the two different combat systems and players can discover them as time passes.

    When in possession of a combat mastery point, the @mastery command can be used to unlock the next restricted level in a selected skill. Eg; using a mastery point on the thrust skill would unlock Master thrust, doing so again would unlock Master Adept thrust, but using a point on rest would unlock Artisan rest for the first point, and so on.

    With enough time and participation, it can and should be possible for valiant PC champions of the Current Awakenings to rival VP legends of old.


    Cross Specialization Skills

    Some skills are classified as cross-specialization; these are skills that fall under multiple different skill specializations. So long as you possess one of the specializations that skill falls under, the full permissions of that skill become unlocked for you.

    ** For the moment, cross specialization skills appear under multiple skill trees when using @skills. I'm looking at a way to fix this. **


    Grandfathering

    Some Player Characters in Castle Marrach already possess skills outside the boundaries of what the new specialization system would typically allow. Although we've set the new skill limits high enough that cases of this should be reasonably uncommon, there will likely be cases in particular where it comes to martial or crafting chars who also possess a larger number of language skills that would be permitted without scholar specialization. For now our approach will be to grandfather these skills; they will not be removed when choosing a specialization for the new teaching system, but further advancement in those skills will be impossible without the correct specialization having been selected. Also, if those skills are lost in death and you no longer meet the criteria to learn them under the new system, they cannot be re-learned.
    StoryHost Kurzon
    Castle Marrach Staff

    kurzon.marrach@outlook.com

    The destiny of the world is determined less by the battles that are lost and won than by the stories it loves and believes in.

    Comment


    • #3
      The command for specialization is @specialize 'scholar, @specialize 'martial, etc.

      Sorry for the confusion.

      Comment


      • #4
        With martial specialization, restricted skills that fall under this skill category are unlocked with the use of combat mastery points instead of automatically being unlocked when choosing this specialization. A single mastery point unlocks a single restricted martial skill. These points are not especially easy to come by, but are awarded for particular in-game feats such as:

        - Winning major Crown sponsored martial tournaments
        - Passing the Knight's Challenge
        Helluva a lot of changes, this is huge. I'm excited, but also have some questions. (big surprise)

        Will the most recently knighted people benefit from these mastery points too? Is the list you posted above for martial skills the current cap for everyone? I have one mastery point for choosing martial specialization, but I don't want to blow it on something I can learn from someone else, if knights can learn as high as they are able to go still.

        20 skills for non scholar sounds pretty limiting. If you learn to speak northern and teanga, you cannot learn anything else at all, anywhere. No healing, no faith, nothing. A faith member for example would want to learn teanga for rituals, northern is practically required, and unless they are strictly scholar, they cannot learn any other thing scholarly.

        Right now these are my scholarly things. Adahn is a certainly a martially focused individual, but when he's not fighting, he studies scholarly pursuits.

        ---- SCHOLARLY ----
        Gardening: Apprentice +2
        Healer: Artisan +7
        Eastern: Master +8
        Western: Novice +1
        Northern: Grand Master +10
        Teanga: Grand Master +10

        That puts me at 38 points in scholar. 18 over the maximum now set if i'm not specialized as a scholar. He ran the LPA for a long time and has been a member forever, so languages makes sense for him. Same with healing. As a combat medic, its related to battle field injuries. where I am now, I cannot learn anything else at all if I understand this correctly. I'd rather be limited to journeyman in any new skill, and never be a master than be completely incapable of learning something new at all. I'm not sure how to explain suddenly not be able to learn new words. Or how to pray and meditate before battle to some real effect given that's been his life since taking up the sword and leaf.

        Don't get me wrong, I understand the need for some limitations, but 20 seems awfully low given that 20 is the bare minimum for a simpleton trying to function in anything at all not combat related.

        So that makes me wonder as well, I've maxed scholarly, and crafting isn't Adahn's cup of tea except for one thing he kinda does low-key. What can I use social points on if since I am hard capped against an invisible wall?

        Comment


        • #5
          I really like the proposed mechanics for teaching and learning, and I like the concept of specialization, and I think the way the martial limits are set in particular, and the martial specialization, will go a long way toward addressing the past problems with ludicrous overtraining.

          But I tend to agree with Adahn that the limits for the non-martial specializations, particularly scholarly, seem a little on the low side.

          Also hits clothiers comically hard, since there's six skills for it.
          [OOC Page] from Juliee: "I dreamed about Aratan last night. It was the most dull dream ever"

          Comment


          • #6
            Let's say I choose crafting, but then down the road, I decide that I would no longer like to be a crafter. I have been taken into a Household as an equerry or even taken in as a Squire. In my example, this is what I REALLY want. But, because I chose crafting, I cannot exceed past the boundaries that have been given to me because it was not my first specialization which makes my road to Knighthood a little difficult.

            What will be the options for changing this specialization in the future?
            Last edited by Taite; 11-19-2019, 10:39 PM. Reason: Because I can't type.
            -Taite-
            Royal Page
            Honored Guest
            Keeper of Games
            Seeker in the Faith
            Secretary to Lady Charmiam
            Acting Leader of the Awakeners


            Currently studying sculpting as a:
            Member of the College of Humanities
            Masque in The Unity

            Comment


            • #7
              What if non specialized skills were simply doubles in xp? Don't have the math so can't crunch the numbers but would that make the difference?
              OOC -- Euphelia says, "Stupid fat cat got tangled in cords and dragged my craptop across the room "

              Comment


              • #8
                Originally posted by Taite View Post
                What will be the options for changing this specialization in the future?

                I suspect the answer will be "Create a new character".
                Established Guest • Seeker of the Faith • Probationary Gardener
                Senior Stylist • Portrait Artist • Fortune Teller • Habitual Jongleur

                Comment


                • #9
                  But I tend to agree with Adahn that the limits for the non-martial specializations, particularly scholarly, seem a little on the low side.

                  Also hits clothiers comically hard, since there's six skills for it.
                  I disagree, I think scholars get it pretty good, as there are a sizeable amount of skills that currently fall under their umbrella to work within. PLUS, you could still learn some crafting skills up to the non-spec cap, and same with the martial skills. So if you are a well-rounded PC, that opens up a lot of avenues.

                  Aleysia is currently at the cap in her main crafting skill. Which, to be fair, is more than enough to handle orders from the OB. But, for her to progress any farther, I would now need to specialize in crafting, which gains me what... it costs less Social Points to progress. (and yes, I realize that technically, that's all that Scholars get too.) There's no other benefit to sacrificing my ability to say, learn languages, which as a Librarian, and having interest in a number of other scholarly research pursuits, that would be useful. But is it worth it to specialize in Scholar, because most of the other skill tree won't be used. I don't expect Ally to take up the Faith, healing, sorcery or any of that. But, as of right now, she can only gain one more level in a language, and she won't be fluent in a second language. I don't know which is the better option: be half-fluent and misunderstand a lot of things (I know, I know, we've been over the whole "you don't need to be fluent to have good RP" argument to death....) or I would need to actively forfeit some of that knowledge to become fluent in something else. That hardly even makes Marrachian sense.

                  And I realize that what I'm describing here is kind of why this is happening. I get it. We don't want everybody to be perfect at everything all the time. But for some PCs, they have real necessary reasons to have certain skills across specializations. I'm trying to be open-minded, and not come off like I'm whining. I realize that we've been clamoring for changes to skills for a LONG time, and I'm grateful that we are addressing it. Would it be possible to consider extra benefits for specializing in Scholar or Crafting? I mean sure, HAVING Master+ in something is reward in itself, but given how rarely one might actually need items from those tiers of skill, is it worth the sacrifice of other pursuits? Thinking about this reminded me a little of 2nd Edition D&D. The system allowed for multiclassing, so PCs could take a few levels of this and that, which is great for people who wanted to be Jack-of-all-trades, or to balance out a small party. But, as levels are finite, one could not Master in all things. However, the benefits and perks for staying with ONE class were really good, and worth staying the course for. You didn't necessarily feel like you were missing out. Sure, a reduction in how many social points one needs to level up does make it easier to obtain those higher tiers, but what if there was more that we could do with them once we got there?

                  OK, I'm rambling and need more coffee. I apologize if I'm not quite making sense yet.

                  Aleysia Forsyth
                  Deputy Inquisitor - Embinder
                  Royal Library Aide - OB Senior Librarian

                  Comment


                  • #10
                    Originally posted by Harabec View Post
                    What if non specialized skills were simply doubles in xp? Don't have the math so can't crunch the numbers but would that make the difference?
                    Yeah a solution like this was what I've been ruminating on. Have non-specialized skills be normal cost up until you reach the cap and then past the cap they cost 2x XP, maybe more? Maybe they cost more the more levels you have in them, so the cost for your 21st scholarly skill lesson is only like.. 1.1x or 1.5x but by the time you're grandmastering your third language as a non-scholar it costs 3x or 4x?

                    I think something like that would still work to strongly discourage the more ludicrous polymathy but without being such a abrupt cutoff.

                    Also for the specializations being permanent, it seems kind of unfortunate that once you pick you're locked in forever barring some act of staff mercy, there are, after all, plenty of Marrachians who once did X but then gave it up to do Y. Maybe have death reset specialization?
                    [OOC Page] from Juliee: "I dreamed about Aratan last night. It was the most dull dream ever"

                    Comment


                    • #11
                      Originally posted by Kurzon View Post
                      Change Highlights

                      Martial Specialization

                      Unlike the other two specializations, setting your character's specialization to 'martial' does not immediately unlock the restricted skills that fall under this category. Instead you receive the following effects:

                      - You immediately receive a permanent boost to both your strength and fatigue stats. These stats passively increase your character's damage and durability in all combat systems and grant an edge against non martial characters.
                      - You indefinitely receive a boost to all CombatXP gains.
                      - You are able to obtain and use combat mastery points (see below) and immediately receive 1 combat mastery point to unlock a single master quality martial skill.
                      Kurzon

                      How much of a boost to strength and fatigue?

                      Comment


                      • #12
                        Grandfathering

                        Some Player Characters in Castle Marrach already possess skills outside the boundaries of what the new specialization system would typically allow. Although we've set the new skill limits high enough that cases of this should be reasonably uncommon, there will likely be cases in particular where it comes to martial or crafting chars who also possess a larger number of language skills that would be permitted without scholar specialization. For now our approach will be to grandfather these skills; they will not be removed when choosing a specialization for the new teaching system, but further advancement in those skills will be impossible without the correct specialization having been selected. Also, if those skills are lost in death and you no longer meet the criteria to learn them under the new system, they cannot be re-learned.
                        I'm at first glance a big fan of this new change! For now, something caught my eye though -

                        So....theoretically, if for example an older martial character who fits this would die and lose a level in Northern...they could never regain that level, ever?
                        And how can man die better
                        Than facing fearful odds,
                        For the ashes of his fathers,
                        And the temples of his gods.

                        Comment


                        • #13
                          That's how it sounds!

                          I mean, for stuff like "died and lost a level of northern and can't relearn it because you're fluent in teanga and had two levels of eastern" or whatever, you could probably get someone to hook you up with a book of unlearning, get rid of all your eastern, and then relearn your northern level.

                          But yeah, idk, the way it currently is it replaced the silliness of "I can't learn anything about swords today because I learned about a language earlier" with the silliness of "I can never ever again in eternity learn another word because I know too many already."
                          [OOC Page] from Juliee: "I dreamed about Aratan last night. It was the most dull dream ever"

                          Comment


                          • #14
                            Originally posted by Aptaliesin View Post
                            Will the most recently knighted people benefit from these mastery points too? Is the list you posted above for martial skills the current cap for everyone? I have one mastery point for choosing martial specialization, but I don't want to blow it on something I can learn from someone else, if knights can learn as high as they are able to go still.
                            I'm not sure I wholly understand the question. If you're asking whether Knights still require Mastery Points to unlock restricted martial skills, then yes. If you're asking whether you need Master Points to unlock skills you've already learned, then no. If you're asking whether any additional mastery points are going to be retroactively granted to the recent knights... that's in the air.

                            Prior to this @class update, Knighted PCs were allowed to learn a single Master level dueling skill (cut, thrust or guard) upon knighting, and then obtained their second Master after 3 years of activity and their third after 5 years. As it stands, the newly raised PC Knights have all already obtained their first Master and some their second and third as well. Added that to their free mastery point from martial specialization, those characters are looking at an upwards of their 4th master about 5 years quicker than other knights got their 3rd, so I'm not terribly concerned that additional retroactively awarded Mastery Points are needed.

                            To put it in perspective, no Player Character has Master Adept or Grand Master in any martial skill and the most martially skilled Player Character in the game only has 3 Master level core dueling skills (not @upskill'd weapon skills). In case there are any lingering doubts or uncertainties in the community, there's never been a point in which player characters were actually filling their skillsets with Master+ level dueling skills even if their guidelines allowed it. ICly it is stated that Knights and Nobles can learn as high as they want because it doesn't make IC sense for the Crown to impose martial guidelines on its own Chivalry or Peerage, but OOCly it hasn't actually been possible to obtain sword lessons much higher than the highest level of martial skills shown in the IC guidelines because those skills were not widely released into PC hands to be taught for fear of them being taught too freely without a system to control it (that system is now mastery points, which means we can now start releasing said skills more freely).

                            However, we also now have to factor in that MCombat weapon skills did not exist when the original policy/guidelines were put into place. Characters who had a 1 or 2 Master level dueling skills prior to mcombat 4.0 are likely sitting closer to 4 or 5 total Masters after they @upskill'd and received their matching weapon skills. Hand-in-hand with that, we need need to factor in that the value of master weapon skills also drops dramatically after you obtain your first one; once you've reached master in the weapon you're going to be primarily using, additional master weapon skills don't really make you stronger, they just increase the number of different weapons you can use without weakening yourself. That in mind, I'm really only hypothesizing all master weapon skills together as being the equivalent of one master core dueling skill.

                            Anyway, heh, all of this is a long winded way of saying: The newly raised PC Knights were already taught some Masters ahead of time in anticipation of mastery points becoming a thing down the road, but we may grant an additional point to any who are lagging behind and don't have at least one master in both a weapon skill and a dueling skill. That puts them ahead of where their predecessors were when freshly knighted, but that's fine since the entire point of this system is to slowly remove those very limitations.
                            StoryHost Kurzon
                            Castle Marrach Staff

                            kurzon.marrach@outlook.com

                            The destiny of the world is determined less by the battles that are lost and won than by the stories it loves and believes in.

                            Comment


                            • #15
                              Originally posted by Aptaliesin View Post
                              20 skills for non scholar sounds pretty limiting. If you learn to speak northern and teanga, you cannot learn anything else at all, anywhere. No healing, no faith, nothing. A faith member for example would want to learn teanga for rituals, northern is practically required, and unless they are strictly scholar, they cannot learn any other thing scholarly.

                              Right now these are my scholarly things. Adahn is a certainly a martially focused individual, but when he's not fighting, he studies scholarly pursuits.

                              ---- SCHOLARLY ----
                              Gardening: Apprentice +2
                              Healer: Artisan +7
                              Eastern: Master +8
                              Western: Novice +1
                              Northern: Grand Master +10
                              Teanga: Grand Master +10

                              That puts me at 38 points in scholar. 18 over the maximum now set if i'm not specialized as a scholar.
                              Honestly? This is kind of what we're trying to move away from. ​

                              We have to take a look at how many scholarly skills actually exist in the game, which is the crux of the current issue.

                              Essentially, we have the healing skill, and then 3 language skills that you can realistically expect to get lessons in, as the offshoot languages like Shadow or Dwarven are too inaccessible to really be of benefit to someone who has specialized as scholar. The vast majority of the remaining scholarly skills that I can think of fall under the sorcery umbrella, so unless you're part of the minor margin of characters who are bound, there are roughly 40 skill levels in scholarly skills that you can reasonably expect to ever find a teacher in. If we take the example of Adahn and standardize that you can learn 38 of those 40 without having to specialize, there isn't really any incentive for anyone to specialize in scholar at all.

                              Under the current 20-skill proposal, you can learn Northern, which is pretty necessary, and then a second language, granting you 2 of only 3 languages that are realistically available, without having to specialize in scholar. Or instead of a second language you can study what's more-or-less the only accessible non-linguistic scholar skill, again without having to specialize. That seems pretty generous? I mean, once you're at the point where you're able to fluently speak 4 languages (including common) and perform open heart surgery, you probably fit the system's intended definition of 'scholarly focused'.

                              If we had more scholarly skills accessible in the game I wouldn't mind increasing this limit a little further, and perhaps adding a "Senior Artisan hard cap" like crafting skills have (language skills exempt since they're essentially useless at level 7). Alchemy is a skill we want to add to the game, and the theorized wounding/healing revamp would look at breaking the healing skill up into several medicine related skills. But right now I can't promise if or when that would realistically happen, so the limits have been set according to the skills we actually have to work with.

                              The only alternative I can think of to change the scholarly skills setup would be to remove langauges from scholar specialization altogether and make them cross specialization skills. This, however, would leave essentially sorcery, healing and gardening as our only existing scholarly skills, which means we would have to severely ramp up the limitations on those skills for non-specialists, as 20 free skills allows you to basically Grand Master the only two scholar skills other than sorcery making scholar a sorcery exclusive specialization.


                              Originally posted by Aptaliesin View Post
                              I'm not sure how to explain suddenly not be able to learn new words. Or how to pray and meditate before battle to some real effect given that's been his life since taking up the sword and leaf.
                              You can explain it as "I'm trying to get the hang of this dialect but I just can't grasp it", it needn't be more complicated than that.

                              How many real world people do you know of who can perform advanced life saving surgery then turn around and win a few of gold olympic medals on the side, stopping by later in the night to teach one of the five languages they speak? In the real world we choose a few things we focus on in our lives in order to excel at them and keep practicing them to prevent those skills from decaying. That human limitation has never been represented in Castle Marrach's coded skill system in the past, instead choosing to rely on a trust system where people would set reasonable limits for their characters. This trust system hasn't worked out, which is why something more hard coded is being implemented.

                              As an aside, spiritualism is a cross specialization skill and would not factor into the 20 skill limit.

                              Originally posted by Aptaliesin View Post
                              So that makes me wonder as well, I've maxed scholarly, and crafting isn't Adahn's cup of tea except for one thing he kinda does low-key. What can I use social points on if since I am hard capped against an invisible wall?
                              I suspect you'll want to save your social points to grind out mastery martial skills, as both CombatXP and Social Points are required for martial lessons. If not, there are plans to make it so that social points can be slowly converted into storypoints, but this will have to wait until after we split from Skotos.

                              But yes, just as with the old system, you'll eventually hit a wall where there's not much more skill progression available to you. Typically when someone hits around the skill levels Adahn is presently at, they stop anticipating lessons with any regularity.
                              StoryHost Kurzon
                              Castle Marrach Staff

                              kurzon.marrach@outlook.com

                              The destiny of the world is determined less by the battles that are lost and won than by the stories it loves and believes in.

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