Skills 6 A
From TheManaWorld
This article collects information regarding the conceptualisation of the gameplay of The Mana World
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Parts of this article are outdated and do no longer represent the current state of the project or the intentions of the development team.
| People who approve this proposal | People who oppose this proposal |
|---|---|
Experience and Skill Proposal
I think the best way to solve the EXP / Skill Crisis is this...
A skill's experience should be on a learning curve, while each character should be limited on Proficiency levels.
Modified in the Addendum
SLV = (JLV * 1.5)
Where
PLV = Maximum Proficiency Levels JLV = Job Level (Current)
For instance THE MAXIMUM ABOUNT OF PROFICIENCY LEVELS IS...
- LEVEL 1 Job would have 1 Job Proficiency Levels
- LEVEL 2 Job would have 3 Job Proficiency Levels
- LEVEL 3 Job would have 4 Job Proficiency Levels
- LEVEL 4 Job would have 6 Job Proficiency Levels
- LEVEL 10 Job would have 15 Job Proficiency Levels
- LEVEL 20 Job would have 30 Job Proficiency Levels
Out Dated Subsystem
Now as for learning: As you "Learn" a skill the experience goes to the CAP the CAP of skill Experience is roughly 1000 points per Job Level OR until all Proficiency Levels have been Filled. For Example, Someone who has a Job Level of LEVEL 6 can have 9 Proficiency Levels. When 9 Proficiency Levels have been used, or a total of 6,000 Points have been distributed, The character cannot progress until his job level goes up again.
- In Level 11 to 20 this amount would be boosted by an additional 500 points / level
- In Level 21 to 30 / 1,000 Points / level
- In Level 31 to 40 / 1,500 Points / level
- In Level 41 to 50 / 2,000 Points / level
- In Level 51 to 60 / 2,500 Points / Level
- In Level 61 to 70 / 3,000 Points / Level
- In Level 71 to 80 / 3,500 Points / Level
- In Level 81 to 90 / 4,000 Points / Level
- In Level 91 to 100 / 4,500 Points / Level
Modified in the Addendum
A One Skill Level would have to cost in points
SC = ([SLV * 2] * 50) + (JLVx * 50)
Where
SC = Total Skill Cost
SLV = Skill's Current Level
JLVx = Job Level of When the Skill first was developed.
For instance to raise skill from
- 0 to 1 when started at Job Level 5 would cost 250 Experience Points
- 1 to 2 would cost 350 Additional Points (600 Total)
- 2 to 3 would cost 450 Additional Points (1050 Total)
OR if the Skill were started at level 10, (Later) the experience difference would be Significantly higher.
- 0 to 1 at Job Level 10 would cost 500 Points.
- 1 to 2 at Job Level 10 would cost 600 Points. (1100)
- 2 to 3 at Job Level 10 would cost 700 Points. (1700)
- 3 to 4 at Job Level 10 would cost 800 Points. (2400)
A Skill would be considered started when and only when it has more than 25*JLv Experience points to it.
- To Start a Skill at JLV 1: You need to work 25 points.
- To Start a Skill at JLV 5: You need to work 125 points.
- To Start a Skill at JLV 25: You need to work 625 points.
Addendum
Jobs are becoming outdated, so to better reflect this change, the skill cap would be about 3.5x CLV however the distribution between the skill levels and character levels should be user based, therefore by implementation of a slider on character setup, the player may choose to level up character, skills or both.
The MODES
There should be four modes, of Combat settable in character status.
TRAINING Training mode will no longer allow the player to gain experience but instead spend existing experience that they have already acquired in play. In training mode, skill experience will be expanded at a rapid rate, when skills are being used, this will help the player advance in skills.
SPARING Sparing allows progression of skills at 1/2 rate of training, but also allows the player to gain 1/2 the experience from monsters and quests, actions, etc.
SERIOUS Skills that are being used no longer get Skill Experience to be distributed to Skills that are being used, but you gain full experience from quests and such, this mode is more useful for when you just want to build up experience points and skill experience.
UNLEARN In unlearn mode, the player selects any number of skills, and every time a certain skill is used it gains one point for each skill selected, but the skills that were selected to unlearn each take a fall of 2 points each.
Power Rating V.S. Character Level The Players should not see how many levels a character has advanced, but rather an estimation of how powerful that character truly is. Therefore a power rating should be induced for party and informal purposes.
The Power Rating formula is this...
P.RAT = ([EXP * .001]+[{CLV + SLV}*10]/20)
P.RAT = Power Rating EXP = Experience Point Total CLV = Total of all Character Levels SLV = Total of all Skill Levels
ALSO without Jobs I would drop the skill costs to something like this...
SC = ([SLV * 1.5] * 25) + (CLVx * 50)
CLVx = Character Level when the skill was started.
Also to really make the cap effective, no skill level may exceed 1.5x CLV that would encourage branching out a bit, but not specializing entirely.
While this will very much effect game play, it is worthy to note that this system is without drawbacks, and for the most part would make the game very much difficult. Because as power rating increases it would be assumed how powerful a character truly is, it doesn't take into account unlearning several levels, and over several skills, therefore as unlearning is induced, the experience total for the player should drop accordingly. With this system also in effect, the Point cap is also rendered useless, because there are two caps already in play, The Skill Level Cap, and the amount of experience the player is willing to spend on skills.
CBlade 17:15 24 November 2006
Opinions
Sorry, but I have difficulties understanding this article. What exactly does the "Job Proficiency Level" do? And in what context is this article in relation to other system proposals? Please state more precise what it is all about and run the article through a spell checker. --Crush 01:07, 12 November 2006 (CET)
- OK Let me get started here. A Job Proficiency Level is the current level in any one skill, as you can only have so many proficiency levels to a job level. What this does is makes people more inclined to specialize, but doesn't force them to as would forgetting skills. What it does though is by making it harder to gain skill levels at higher job levels, therefore making it much harder to try and change styles when your character is already developed. Myself I like to be a well-rounded character, and forgetting skills seems pretty vicious. But capping skills at a point relevant to your level would be entirely different, Only because you don't forget those skills but they are much more weaker if you go all rounded than if you specialize. As for what a proficiency level would be is if you had 3 levels in Healing and 3 levels in Resurrection then you have a total of 6 Job Proficiency Levels. It also allows people to correct there 'mistakes' but at a cost. I hope you find this useful Crush. --CBlade 12:40, Nov 12 2006 (GMT -5)
- As far as I understand this article there is no way to correct a mistake. When you've learned a useless skill it clutches your job level cap and there is no way of getting rid of it to learn more useful skills. Or am I misreading something? --Crush 18:58, 12 November 2006 (CET)
- Crush, you are right in the most part, once you learned a skill or gain a level in that skill it does clutch towards your cap. I am in the process of developing a BUY BACK system, which due to your notation would help fix this problem. But the details are still sketchy at best. I will post everything as an addendum on this article once I’ve flushed out everything.
