Upcoming: Ability Trees, Skill (un)Caps, and Challenge-Based Skill Practice

For discussion about game mechanics in general.
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Rias
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Re: Upcoming: Ability Trees, Skill (un)Caps, and Challenge-Based Skill Practice

Post by Rias »

Gorth wrote: Fri Dec 01, 2023 10:00 am Can we expect any sort of timeline on this? Does long term goal mean a few months or two years?
No projected timeline, just "when it feels ready." Still a good ways out at the moment because it's still more of a background project than a primary focus and not feeling ready enough to have it player tested. The closer to completion it gets the more I want to focus on it though!
artus wrote: Fri Dec 01, 2023 10:23 am It feels like everything needs to be put in place just right before it rolls in or else people will be at a lost what to do. Am I back at square 1?
There won't be a reset. If we do end up with individual weapon skills and occult -urgy/mancy skills (which I hope to), we can give people the choice of which they want to get some instant points into based on their base melee/ranged/arcana skill. Other than that, I don't think anyone's skills need to be changed. Keep finding ways to utilize your skills and practice them up as currently done with combat, climbing, lockpicking, etc.
artus wrote: Fri Dec 01, 2023 10:23 am Will there be a skill that scales endlessly that I can't scale after people a year before me?
If we can get everything on a challenge-based practice system, everything will have a natural cap. Once you skill up to the highest challenge available, you're done (until something potentially new comes out that presents an even higher challenge). If there are some skills that don't feel right with the seek-a-challenge system and they're studied up or use some other means of increase, we'll of course throw a cap on them that we feel is reasonable. Perhaps raised by ability point investment rather than skill practice.
Lexx416 wrote: Fri Dec 01, 2023 10:21 am But I actually really dislike this.
I know you've expressed similar thoughts in the past when these things have been brought up. I hope you'll give it a try and I'm hoping it'll feel better in practice than on paper to you, and either way I do sincerely appreciate your consideration of the impact on staff and development. If you have more specific concerns I'd love to try and address them.
Frisbee wrote: Fri Dec 01, 2023 11:09 am I hope the ability tree system will work to counter do-everything builds.
I do too! It's being put together with that in mind. A skill being uncapped doesn't equate to everyone being able to do it to its fullest. If I only spent an ability point or two on blacksmithing, I'm not going to be able to make very much, and won't have unlocked the higher recipes so won't have the skill challenge opportunities to skill it up very high. And if I do spend a bunch of points on blacksmithing and get those high skill numbers and recipe unlocks, I no longer have those points to spend on as much other stuff.

It's a bit different with combat in that anyone can just walk into a tougher zone and get those skill challenges, but those with little investment in combat-related abilities are going to have an increasingly bad time as they get into tougher areas with tougher mobs that do have abilities. Some determination could still earn them a high combat skill, though. And I think that's okay, considering how much of the game's area content is combat zones.
Maina wrote: Fri Dec 01, 2023 11:37 am it often felt like the people who knew all the exploits and had time to grind constantly were simply untouchable due to the sheer gap between low-skill and high-skill characters.
This is something we'll have to keep an eye on, for sure. We don't want exploits to exist at all, and very much appreciate them being reported. That's not always going to happen though, so we'll try to figure out a way to better watch for them. I imagine our resident mathemagician, Shewel, could do a lot with a daily report of how much skills increased that day, and a per-character section, and some other stuff like that.
Maina wrote: Fri Dec 01, 2023 11:37 am I think a return of the [tutor] system could help with this, where higher level characters can drop their skill to match a lower level one (and preferably count as lower level for loot calculations).
The tutor system has been often requested to make a return and I think we can find a way to make it work well!
Dennis wrote: Fri Dec 01, 2023 12:37 pm I'd love to join the test server and try some of these out!
Once we're a bit closer we do intend to reach out to some players to test things out on the test server, so I'll keep that in mind!
Dennis wrote: Fri Dec 01, 2023 12:37 pm I hope that the apprentice/journeyman/mastery tiers of attainment with their party tricks is brought back in some shape or form!
Yep!
adresin wrote: Fri Dec 01, 2023 12:40 pm It's a careful balance to keep new or less active characters viable while still rewarding the work of more long time characters.
I think one thing that might help mitigate this is that the lower-skill crafters can be producing a lot of the base components required for higher-level stuff. But the overall concern is definitely one to keep in mind not just for crafters but all aspects of having a potentially ever-growing skill gap.
adresin wrote: Fri Dec 01, 2023 12:40 pm Alia wants to join a newer character in the graveyard, but she's so good with her warhammer she'd get little out of it. Well, on one hand there's the roleplay aspect and not *every* action needs to have gains, but maybe she might want to take advantage of the trip out there to practice a bit with a sword.
Yeah, this is another handy aspect of the individual weapon skills. It won't last forever, but it's a fun way to extend that feeling of progression and get a lot more mileage out of combat zones, for people who want to train up multiple weapons or, like you said, accompany lower-skilled buddies and still want to get some gains out of the trip.
adresin wrote: Fri Dec 01, 2023 12:40 pm Honestly, I'm just grateful to have found a place that satisfies both my desire for real roleplay, and the logical part of my brain that wants to understand and yes, take advantage of in a nonexploitive fashion, how game mechanics work.
This makes me very happy to hear! That's the kind of balance I'm always hoping to achieve.
Volinn wrote: Fri Dec 01, 2023 12:59 pm I admit a great deal of concern with it comes to the prospect of an increasing number of jacks-of-all-trades.
It's a valid concern and one that we have as well. We're confident that the combination of ability point limits and increased focus on challenge-based skill progression will be sufficient to prevent this from getting out of hand, and we'll remain ready to tweak as necessary to prevent do-everything characters. If it comes down to it (though I hope it won't), there could be penalties for too much skill variety width and not enough focus depth.

==========

All the feedback is appreciated! It's very helpful to know how people feel about these ideas and to have potential issues and concerns pointed out so they can be considered going forward rather than being blindsided by them later.
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Re: Upcoming: Ability Trees, Skill (un)Caps, and Challenge-Based Skill Practice

Post by Volinn »

Excellent. Toss me into the drawing hat for potential testers down the road.
Serity
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Re: Upcoming: Ability Trees, Skill (un)Caps, and Challenge-Based Skill Practice

Post by Serity »

There has been a lot of talk on Discord on the matter, and one thing I did want to check about hopefully having addressed is the concept of people just hopping onto a skill just to pick up the ability to repair things, because with jack-of-all-trades, there's no reason at all (besides RP) not to do that, as Dennis mentioned:
I like this, with the above mentions that other players have made in that they're concerned that their potential unique identity may be lost, and that the community may suffer from a lack of co-working since everyone will endeavor to be self-sufficient.
I think it would be appropriate to have some minimum requirement in order to repair things - for example, a blacksmith in training would need to spend a lot of time forging nails, forks, blades, and so on, and reach a certain level of competency before any forge monitors would even consider them trustworthy enough to use the forges for repairing, requiring a certain skill level. Things like competency licenses (like drivers' licenses) could work to that end.
(from SquidlyDidly in discord) The thing that was cool about them was the aesthetic flare of being able to show off and do cool weapon flares once you hit certain skill threshold‘s to emphasize that you were a specialist in that sort of weapon.
I hope that the apprentice/journeyman/mastery tiers of attainment with their party tricks is brought back in some shape or form!
I didn't know these were a regular thing, but sleight of hand/artifice has this! There's actually a brand new sleight command that opens at 600, but *squinting noises* it currently doesn't even display a message. I'm definitely intrigued at the thought of such things, especially if every skill (or at least many more than just sleight) has them.
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Re: Upcoming: Ability Trees, Skill (un)Caps, and Challenge-Based Skill Practice

Post by Rias »

Serity wrote: Fri Dec 01, 2023 1:33 pm one thing I did want to check about hopefully having addressed is the concept of people just hopping onto a skill just to pick up the ability to repair things
Right, this has been a concern even without these upcoming changes. We have quite a few characters with a single skill point in a craft in order to enable repairs, which doesn't feel great for those who have significantly invested into that skill and are having one of their main sources of repeat value being essentially handed out as a freebie to everyone.
Volinn wrote: Fri Dec 01, 2023 1:27 pm There's actually a brand new sleight command that opens at 600, but *squinting noises*
Oops. That's been left in there for a while!
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Re: Upcoming: Ability Trees, Skill (un)Caps, and Challenge-Based Skill Practice

Post by Rilulth »

To weigh in as another GM, I am overall positive about the proposed changes, with the same apprehensions many people also show, such as the "catching up" people are expressing as when I am playing, between work and having a toddler, I'm usually on the GM side and idling on my character. I've also given some suggestions to Rias and the rest of the GMs of ways to reduce Jack-Of-All-Trades, mainly by ways of finishing the quote and making them Masters Of None, but as Rias said, it's something we'll be monitoring.

But I do believe with the abilities being the things that restrict people rather than the skill, I really don't think I'll be left too far in the dust. The abilities are the meat stored in the bland containers of skill (as Tulpa put is so charmingly.)
Right, this has been a concern even without these upcoming changes. We have quite a few characters with a single skill point in a craft in order to enable repairs, which doesn't feel great for those who have significantly invested into that skill and are having one of their main sources of repeat value being essentially handed out as a freebie to everyone.
I think an easy way to address this is if you can't make it, you can't repair it. I can patch a hole in a shirt, sure, but a master seamstress can make that hole unnoticeable. An apprentice blacksmith can heat up metal and smack it with a hammer, but an armourer or bladesmith knows the most effective places to hit and the contours that need smoothing without thinning the metal too much.
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Re: Upcoming: Ability Trees, Skill (un)Caps, and Challenge-Based Skill Practice

Post by nobody »

I think most of the concerns I have, have already been brought up by others and I'm happy to wait and see. There is one concern that I haven't seen voiced, and that might be because it is a concern of sorts with the existing system, namely: What do the skill numbers mean in terms of our characters' place in the world? I know what some numbers mean in practical terms (combat skill 200 means safe to go these places and not these places), but more an understanding of how might experts around the world (or even elsewhere in the Lost Lands) view my character and what they can do. I've interpreted the 700 skill cap in light of voice chats from the past (where it was mentioned that Arcanists in the upper tiers of Nuum can do Arcana without a diagram at all) as 700 means "good, but not by any means the best." I need to revisit that thinking a little now that Arcanists learning at the Library can do some things without having to draw a fresh diagram every time, but mostly I imagine it still holds since the base of everything my character can do is still a diagram and I can't, for example, create arcane infrastructure like exists in Nuum. That said, the long term view of this seems to be that while the cap may be 700 for all skills now, it won't be 700 for all skills forever and I think the moving cap may make it even more difficult for me to determine what level of mastery my warrior/crafter/scholar etc realistically is. Can you provide any insight on my admittedly nebulous pondering and how I should interpret things even as skill numbers shift?
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Re: Upcoming: Ability Trees, Skill (un)Caps, and Challenge-Based Skill Practice

Post by Lexx416 »

Rias wrote: Fri Dec 01, 2023 1:24 pm
Lexx416 wrote: Fri Dec 01, 2023 10:21 am But I actually really dislike this.
I know you've expressed similar thoughts in the past when these things have been brought up. I hope you'll give it a try and I'm hoping it'll feel better in practice than on paper to you, and either way I do sincerely appreciate your consideration of the impact on staff and development. If you have more specific concerns I'd love to try and address them.
As of this moment, I don't have any intentions to give this new stuff a try. I already played in a game that had a system similar to what you've announced here, and maybe my tune will change when those changes actually roll out and I can see specific ways that cogg under these new skill and ability changes will be different from clok. But I'm not particularly optimistic.
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Re: Upcoming: Ability Trees, Skill (un)Caps, and Challenge-Based Skill Practice

Post by notgreg »

I played for a while on a mud where your skills were not capped by level, and there was no meaningful global cap. I definitely found that it encouraged people to do nothing but endlessly grind their skills all day, to the point where you couldn't find any character interaction during which people weren't practicing their skills endlessly. It also can wildly increase the (already very significant) power disparity between a new player and someone who's been around a while, which can be discouraging for new folks or just people who don't grind.

One of the nice things about caps & level-gating is that it allows people some room to either grind or roleplay at different times without feeling like they're missing out on the other option.

Otherwise some very exciting ideas and I'm looking forward to seeing them pan out!
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Re: Upcoming: Ability Trees, Skill (un)Caps, and Challenge-Based Skill Practice

Post by artus »

I have a question and a suggestion regarding content and skills:
- So if we have content cap, what are we going to do with skills for something like farming or animal husbandry that we need for a certain threshold to unlock this certain amount of land etc? Are they going to have caps the same as before?

Also, something came to mind while we were talking about skill gap and grinding loopholes on chat a little while ago: since we have affinity system and it seems affinities are like boost to certain stuff that can be promoted through rp, would it encourage rp better to prioritize abilities as well as affinities over skills so we can just leave skills as something like raw base and focus on those? Or is there a thing in place for, say, people using surround mechanics to lower their dodge chance 6 times under using 6 infested to surround them, or breaking an arm and both legs to dodge? I don't know if basing it on their raw skill for grind is better and make extra/penalty count not whether for when they get a gain but whether they get hit, so people don't actually get gain by having an army of ghosts and resen after them hundreds of points away just to grind dodge there. I'm not sure how it works. It's just something I thought about a while ago, considering everything that used to be a problem.
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Re: Upcoming: Ability Trees, Skill (un)Caps, and Challenge-Based Skill Practice

Post by Bork »

Some of my own concerns have already been mentioned enough so I'd like to propose a few options I've found some success from my own experience as a game designer.

From a cogg perspective have you considered:
1. Applying more pressure on the ability point system rather than the skill point cap to open up some of these other avenues. Being able to buy a swords skill specialization of melee with ability points rather than skill grinding. Or a psychology specialization under medical with these serving as the afformentioned trees of mastery.

2. introdusing a consumable expertise resource like mastery points that players can build up to face some of the more insane challenges you as a designer want to put into the world. Something like once a skill has reached cap, you still practice it for points of mastery or inspiration that can be consumed to boost skills for 24 hours depending how many points you sink into the boost. I feel this would still have the benefits of a cap without blowing proportionality between new and old players out of the water. It would be fun if other PCs were required for these points, like you only get them when fightin a group though fair warning, it may lead to very game-like or anime-like moments of powerful up to face the final boss..

3. Expanding group mechanics to break skill caps? Like having a soft skill cap that is technically 700 wen fighting alone. You can endlessly grind that skill past 700 onto infinity but you can't actually get your full role unless you're in a group. Ideally, I think solo gamer syndrome is a big concern for a lot of people so anything that ensures pepole can't do things alone would be a great boon.

4. using the attribute system to determine which subsetof skills have no caps but every other skill does for that char. Basically making a strength attributed person be a genius with heavy weapons.

In the end i guess I'm just too much in love with caps as a player to want to see them go if i'm honest. The combination of levels, caps and the xp bucket has really forced me into not falling into my old bad habits and only having returned for a week, being forced to itneract with people has turbo charged me feeling a sense of community in a very short time.
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