New skill idea
Posted: Wed Oct 06, 2004 7:45 pm
This is long but I had this idea for a set of skills and I thought it was pretty good and wanted to put it up here. Of course, I tend to think most of my ideas are pretty good, even the really crappy ones.
I was reading the thread about having low level mobs aggro high level characters and there was a lot of debate about whether it was realistic or not.
I think there's merit to both sides of the debate. Yes, an animal might not be able to tell the difference between a person that will just stand there and be eaten and someone that has the skills/equipment to fight off the animal.
However, if you drop me in the middle of the wilderness in Africa I'd be much more likely to be eaten than someone that has lived in that same wilderness all their lives. Why? I'd say it's because 1) they know the area and behavior patterns of the animals and 2) because they have learned skills and techniques to keep the animals at bay.
We can certainly have the ability to do #1 in Ryzom right now. We can learn where the mobs are and work around that.
But #2 led me to thinking about having some kind of "Explore" type of branch in the skill tree. Too often we equate "mining" with "exploring" in these type of games. Ryzom has improved on this with the large set of skills for prospecting. However, I think this could be taken further and perhaps an entire "Explore" skill tree could be added.
This could allow you to learn skills that gave you knowledge about mobs (how to approach them without aggro, migration patterns, etc.). You could perhaps learn skills that allowed you to navigate terrain you otherwise could not (maybe difficult with current game terrain mechanics). Maybe there could be skills that allowed you to discover new things. That's pretty much what prospecting is but why does it only have to be resources we discover? Why not be able to discover storyline things with the appropriate skills? Maybe we could discover artifacts that help illuminate our history and the story of Atys.
Additionally, the whole set of prospect skills could potentially be moved into this category. If you consider history, it's rarely the same group of people that discover a resource as harvest that resource. Prospecting is very much an explorer's role. They go out and scout the wilderness and find and mark the new sources. Then another group of more industry-minded folks come in and extract those resources.
Ok, this might be a pretty extreme change and may not be totally practical, however, you never know when some crazy idea might spark something with those that make the game. If they can find ways to add more explore oriented skills (i.e. not just mining), I think that'd be pretty cool.
I was reading the thread about having low level mobs aggro high level characters and there was a lot of debate about whether it was realistic or not.
I think there's merit to both sides of the debate. Yes, an animal might not be able to tell the difference between a person that will just stand there and be eaten and someone that has the skills/equipment to fight off the animal.
However, if you drop me in the middle of the wilderness in Africa I'd be much more likely to be eaten than someone that has lived in that same wilderness all their lives. Why? I'd say it's because 1) they know the area and behavior patterns of the animals and 2) because they have learned skills and techniques to keep the animals at bay.
We can certainly have the ability to do #1 in Ryzom right now. We can learn where the mobs are and work around that.
But #2 led me to thinking about having some kind of "Explore" type of branch in the skill tree. Too often we equate "mining" with "exploring" in these type of games. Ryzom has improved on this with the large set of skills for prospecting. However, I think this could be taken further and perhaps an entire "Explore" skill tree could be added.
This could allow you to learn skills that gave you knowledge about mobs (how to approach them without aggro, migration patterns, etc.). You could perhaps learn skills that allowed you to navigate terrain you otherwise could not (maybe difficult with current game terrain mechanics). Maybe there could be skills that allowed you to discover new things. That's pretty much what prospecting is but why does it only have to be resources we discover? Why not be able to discover storyline things with the appropriate skills? Maybe we could discover artifacts that help illuminate our history and the story of Atys.
Additionally, the whole set of prospect skills could potentially be moved into this category. If you consider history, it's rarely the same group of people that discover a resource as harvest that resource. Prospecting is very much an explorer's role. They go out and scout the wilderness and find and mark the new sources. Then another group of more industry-minded folks come in and extract those resources.
Ok, this might be a pretty extreme change and may not be totally practical, however, you never know when some crazy idea might spark something with those that make the game. If they can find ways to add more explore oriented skills (i.e. not just mining), I think that'd be pretty cool.