Talk:StendhalRPProposal: Difference between revisions

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[21:33:14] <danter> hmm, so dex is used both for dodging and hitting<br>
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[21:35:16] <danter> in RO they had one skill for dodging (agility) and one skill for hitting (dexterity), agility was also used for attack speed there, noted that we don't have any thing for attack speed<br>
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[21:35:38] <danter> maybe we sholdnt have that either<br>
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[21:36:20] <Athana_> What about a beastmaster? He can tame, invite creatures to get more food, make creatures join and help, transform in beasts with extra powers etc?<br>
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[21:37:42] <danter> if we have a thief class thou, I think something should alter attack speed, cause that is a class I relate to a "ninja" class, depending alot on dodge and speed<br>
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[21:37:52] <Oslsachem> you mean agility means legs/bodily coordination while dexterity means hands/arms coordination?<br>
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[21:38:50] <Athana_> And stealth danter. All based mostly on agility. And luck to earn more money or items etc<br>
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[21:41:52] <danter> hmm, we are not going to use the idea that you can only be human I see<br>
[21:33:14] &lt;danter&gt; hmm, so dex is used both for dodging and hitting&lt;br&gt;
[21:42:38] <danter> should we still be able to make a rebirth, into a "higher beeing" formely a good or evil angel?<br>
[21:35:16] &lt;danter&gt; in RO they had one skill for dodging (agility) and one skill for hitting (dexterity), agility was also used for attack speed there, noted that we don't have any thing for attack speed&lt;br&gt;
[21:42:44] <Athana_> I think also about second 'job' advancement to choose like(for thief)bandit, killer or something,... . Ninja can be a job advancement for Monk warriors(they are great on unarmed attack). Mages will choose to advance to wizards of fire/poison, ice/lighning. Priests to clerics... Hmmm nah maybe it's too much<br>
[21:35:38] &lt;danter&gt; maybe we sholdnt have that either&lt;br&gt;
[21:43:59] <danter> im more for the idea that you can become any class you want actually... what class you are depend on what armors and weapons you equip...<br>
[21:36:20] &lt;Athana_&gt; What about a beastmaster? He can tame, invite creatures to get more food, make creatures join and help, transform in beasts with extra powers etc?&lt;br&gt;
[21:44:01] <kiheru> ninja sounds more like an advancement of a thief (with the stealth etc).<br>
[21:45:02] <danter> well, even if it is an advancement for thief, you still need those attributes that class depends on mostly<br>
[21:37:42] &lt;danter&gt; if we have a thief class thou, I think something should alter attack speed, cause that is a class I relate to a &quot;ninja&quot; class, depending alot on dodge and speed&lt;br&gt;
[21:37:52] &lt;Oslsachem&gt; you mean agility means legs/bodily coordination while dexterity means hands/arms coordination?&lt;br&gt;
[21:46:23] <danter> I don't want to copy too much from RO thou... where ninja is exactly an advancement from thief...<br>
[21:38:50] &lt;Athana_&gt; And stealth danter. All based mostly on agility. And luck to earn more money or items etc&lt;br&gt;
[21:46:26] <Athana_> Yes kiheru, I guess u r right<br>
[21:47:05] <kiheru> I like an open class system too. You advance the skills you use<br>
[21:41:52] &lt;danter&gt; hmm, we are not going to use the idea that you can only be human I see&lt;br&gt;
[21:42:38] &lt;danter&gt; should we still be able to make a rebirth, into a &quot;higher beeing&quot; formely a good or evil angel?&lt;br&gt;
[21:47:38] <kiheru> but if everybody else wants the traditional approach, I'm fine with that too<br>
[21:42:44] &lt;Athana_&gt; I think also about second 'job' advancement to choose like(for thief)bandit, killer or something,... . Ninja can be a job advancement for Monk warriors(they are great on unarmed attack). Mages will choose to advance to wizards of fire/poison, ice/lighning. Priests to clerics... Hmmm nah maybe it's too much&lt;br&gt;
[21:47:43] <Athana_> What about that gear system danter?<br>
[21:43:59] &lt;danter&gt; im more for the idea that you can become any class you want actually... what class you are depend on what armors and weapons you equip...&lt;br&gt;
[21:47:57] <Oslsachem> then the *class* would be the consequence of your actions rather than the cause<br>
[21:44:01] &lt;kiheru&gt; ninja sounds more like an advancement of a thief (with the stealth etc).&lt;br&gt;
[21:48:21] <mblanch> Good thing is that it can be a graph<br>
[21:45:02] &lt;danter&gt; well, even if it is an advancement for thief, you still need those attributes that class depends on mostly&lt;br&gt;
[21:48:35] <mblanch> so ninja can need both thief and Monk<br>
[21:46:23] &lt;danter&gt; I don't want to copy too much from RO thou... where ninja is exactly an advancement from thief...&lt;br&gt;
[21:48:40] <mblanch> you need to develop both skills<br>
[21:46:26] &lt;Athana_&gt; Yes kiheru, I guess u r right&lt;br&gt;
[21:48:45] <danter> yeah<br>
[21:47:05] &lt;kiheru&gt; I like an open class system too. You advance the skills you use&lt;br&gt;
[21:49:04] <mblanch> Remember to write down conclusions at the wiki :P<br>
[21:47:38] &lt;kiheru&gt; but if everybody else wants the traditional approach, I'm fine with that too&lt;br&gt;
[21:50:02] <danter> thats the idea I mostly like... then you need to go to those trainers, learn the skills they can learn, to later find that secret teacher far out in the bushes, to gain the speciallised class<br>
[21:47:43] &lt;Athana_&gt; What about that gear system danter?&lt;br&gt;
[21:50:58] <mblanch> danter: that and perhaps by using yourself the skill<br>
[21:51:04] <danter> but, you still have the chance of scrapping all your formor work, to gain a completely new class<br>
[21:47:57] &lt;Oslsachem&gt; then the *class* would be the consequence of your actions rather than the cause&lt;br&gt;
[21:51:06] <mblanch> danter: although later would be slower<br>
[21:48:21] &lt;mblanch&gt; Good thing is that it can be a graph&lt;br&gt;
[21:48:35] &lt;mblanch&gt; so ninja can need both thief and Monk&lt;br&gt;
[21:51:38] <kiheru> a some sort of combined system? that sounds pretty good too<br>
[21:48:40] &lt;mblanch&gt; you need to develop both skills&lt;br&gt;
[21:51:38] <danter> yeah<br>
[21:48:45] &lt;danter&gt; yeah&lt;br&gt;
[21:51:54] <danter> well, a combined system was what I wanted from the start...<br>
[21:52:27] <mblanch> BTW should gaining some skills disable your another set?<br>
[21:49:04] &lt;mblanch&gt; Remember to write down conclusions at the wiki :P&lt;br&gt;
[21:50:02] &lt;danter&gt; thats the idea I mostly like... then you need to go to those trainers, learn the skills they can learn, to later find that secret teacher far out in the bushes, to gain the speciallised class&lt;br&gt;
[21:53:26] <danter> http://arianne.sourceforge.net/wiki/index.php?title=StendhalRefactoringClassBasics<br>
[21:50:58] &lt;mblanch&gt; danter: that and perhaps by using yourself the skill&lt;br&gt;
[21:53:46] <Athana_> So figher advances to the kind he has more 'declension'?<br>
[21:51:04] &lt;danter&gt; but, you still have the chance of scrapping all your formor work, to gain a completely new class&lt;br&gt;
[21:54:03] <kiheru> probably not, or maybe degrade the skills slow: gaining 2 xp for skill X removes 1 xp from skill Y<br>
[21:51:06] &lt;mblanch&gt; danter: although later would be slower&lt;br&gt;
[21:54:03] <kymara> what did you decide about where to put this stuff?<br>
[21:51:38] &lt;kiheru&gt; a some sort of combined system? that sounds pretty good too&lt;br&gt;
[21:54:09] <kymara> sf or wiki?<br>
[21:51:38] &lt;danter&gt; yeah&lt;br&gt;
[21:54:09] <danter> yes, some skills might work "directly" against eachother in nature, thus they won't be able to be used togheter<br>
[21:51:54] &lt;danter&gt; well, a combined system was what I wanted from the start...&lt;br&gt;
[21:54:13] <Oslsachem> About the "forgetting old things in order to learn new ones", I think that something of the old knowledge should be always kept, like when you learn to ride a bicycle.<br>
[21:52:27] &lt;mblanch&gt; BTW should gaining some skills disable your another set?&lt;br&gt;
[21:54:35] <Oslsachem> wiki kymara, to keep it more organized.<br>
[21:53:26] &lt;danter&gt; http://arianne.sourceforge.net/wiki/index.php?title=StendhalRefactoringClassBasics&lt;br&gt;
[21:54:54] <kiheru> yep. it feels quite odd that you'd completely forget your old skills<br>
[21:53:46] &lt;Athana_&gt; So figher advances to the kind he has more 'declension'?&lt;br&gt;
[21:55:29] <mblanch_away> Oslsachem: wiki for results, SF for discussion<br>
[21:54:03] &lt;kiheru&gt; probably not, or maybe degrade the skills slow: gaining 2 xp for skill X removes 1 xp from skill Y&lt;br&gt;
[21:56:02] <danter> not if you have some powerful magic that an NPC casts, that make you loose your old progress... in order to open your mind to other advantages :)<br>
[21:54:03] &lt;kymara&gt; what did you decide about where to put this stuff?&lt;br&gt;
[21:56:21] <kiheru> ugh<br>
[21:54:09] &lt;kymara&gt; sf or wiki?&lt;br&gt;
[21:57:02] <kiheru> possibly with some magical skills (have white and black magic conflict), otherwise it sounds just bad<br>
[21:54:09] &lt;danter&gt; yes, some skills might work &quot;directly&quot; against eachother in nature, thus they won't be able to be used togheter&lt;br&gt;
[21:57:26] <Oslsachem> in that case he could put her magic to better use simply by making your mind more capable of retaining knowledge :)<br>
[21:54:13] &lt;Oslsachem&gt; About the &quot;forgetting old things in order to learn new ones&quot;, I think that something of the old knowledge should be always kept, like when you learn to ride a bicycle.&lt;br&gt;
[21:57:28] <danter> well, anyways, the entire idea is that sometimes I think the classess is too locked in games... you make a choice but can never rewert it if you learnt that you don't like it<br>
[21:54:35] &lt;Oslsachem&gt; wiki kymara, to keep it more organized.&lt;br&gt;
[21:59:01] <Athana_> Yes, but some like more to be magicians or Monks or bowmen, and also different specialties is needed for parties<br>
[21:54:54] &lt;kiheru&gt; yep. it feels quite odd that you'd completely forget your old skills&lt;br&gt;
[21:59:06] <danter> in reality, you almost always can change your way of life by taking a new education, but you hardly gets as specialised as someone who took that line from the beginning... if you arn'nt a very talanted pesron that is<br>
[21:55:29] &lt;mblanch_away&gt; Oslsachem: wiki for results, SF for discussion&lt;br&gt;
[21:59:34] <danter> and in arianne, everyone is a hero... meaning they are a prodigy never seen before conserning talent<br>
[21:56:02] &lt;danter&gt; not if you have some powerful magic that an NPC casts, that make you loose your old progress... in order to open your mind to other advantages :)&lt;br&gt;
[22:00:15] <Athana_> Oh check Vechs. He looooves to be a thief<br>
[21:56:21] &lt;kiheru&gt; ugh&lt;br&gt;
[22:01:10] <Athana_> But something like Robin Hood<br>
[21:57:02] &lt;kiheru&gt; possibly with some magical skills (have white and black magic conflict), otherwise it sounds just bad&lt;br&gt;
[22:01:52] <Athana_> Underlaw, but still on the good side<br>
[21:57:26] &lt;Oslsachem&gt; in that case he could put her magic to better use simply by making your mind more capable of retaining knowledge :)&lt;br&gt;
[22:02:51] <Athana_> But even a Necromancer(drow maybe?) can fight in a party for good cause in RPGs<br>
[21:57:28] &lt;danter&gt; well, anyways, the entire idea is that sometimes I think the classess is too locked in games... you make a choice but can never rewert it if you learnt that you don't like it&lt;br&gt;
[22:03:17] <Athana_> Necromancer=dark priest<br>
[21:59:01] &lt;Athana_&gt; Yes, but some like more to be magicians or Monks or bowmen, and also different specialties is needed for parties&lt;br&gt;
[22:03:58] <Athana_> ...or he belongs on same magic school<br>
[21:59:06] &lt;danter&gt; in reality, you almost always can change your way of life by taking a new education, but you hardly gets as specialised as someone who took that line from the beginning... if you arn'nt a very talanted pesron that is&lt;br&gt;
[22:05:11] <Oslsachem> what are classes going to be used for? are they merely an informative title? why not compute the current player's class using her current attributes?<br>
[21:59:34] &lt;danter&gt; and in arianne, everyone is a hero... meaning they are a prodigy never seen before conserning talent&lt;br&gt;
[22:06:21] <danter> well, a class is still based on what skills you have I presume<br>
[22:06:55] <Oslsachem> I mean, what entitles you to a class? choosing it?<br>
[22:00:15] &lt;Athana_&gt; Oh check Vechs. He looooves to be a thief&lt;br&gt;
[22:07:12] <Athana_> Hmm maybe in what you are most good<br>
[22:01:10] &lt;Athana_&gt; But something like Robin Hood&lt;br&gt;
[22:01:52] &lt;Athana_&gt; Underlaw, but still on the good side&lt;br&gt;
[22:07:21] <danter> maybe going to a hunters guild and sign upp to work for them?<br>
[22:07:26] <Athana_> Like for example you can be a battlemage<br>
[22:02:51] &lt;Athana_&gt; But even a Necromancer(drow maybe?) can fight in a party for good cause in RPGs&lt;br&gt;
[22:03:17] &lt;Athana_&gt; Necromancer=dark priest&lt;br&gt;
[22:07:43] <danter> then you are a hunter, and gain the possibility to take quests from them<br>
[22:07:57] <Athana_> Battlemage is good in close combat but using spells from dinstance too<br>
[22:03:58] &lt;Athana_&gt; ...or he belongs on same magic school&lt;br&gt;
[22:05:11] &lt;Oslsachem&gt; what are classes going to be used for? are they merely an informative title? why not compute the current player's class using her current attributes?&lt;br&gt;
[22:08:52] <Athana_> Yes, a mages guild to accept you, you must have good magic skills<br>
[22:06:21] &lt;danter&gt; well, a class is still based on what skills you have I presume&lt;br&gt;
[22:08:54] <danter> anyone can get thrown out of a guild thou... and if you don't follow the guild standards... well... by by... your out of here<br>
[22:06:55] &lt;Oslsachem&gt; I mean, what entitles you to a class? choosing it?&lt;br&gt;
[22:09:19] <danter> and in that way, we have a very good thing the karma can be used for<br>
[22:07:12] &lt;Athana_&gt; Hmm maybe in what you are most good&lt;br&gt;
[22:10:08] <danter> an acolyte (priest) hardly would be accepted if you had too bad karma for instance ;)<br>
[22:10:55] <danter> anyways, back to the real thing that started this discussion, namely base attributes<br>
[22:07:21] &lt;danter&gt; maybe going to a hunters guild and sign upp to work for them?&lt;br&gt;
[22:07:26] &lt;Athana_&gt; Like for example you can be a battlemage&lt;br&gt;
[22:10:56] <Oslsachem> so the purpose of the classes is restricting quests/guild access to players?<br>
[22:11:18] <Athana_> And if you have bad carma? You are welcome to thieves or Heretics guild :-P<br>
[22:07:43] &lt;danter&gt; then you are a hunter, and gain the possibility to take quests from them&lt;br&gt;
[22:07:57] &lt;Athana_&gt; Battlemage is good in close combat but using spells from dinstance too&lt;br&gt;
[22:11:21] <danter> yeah, something like that<br>
[22:08:52] &lt;Athana_&gt; Yes, a mages guild to accept you, you must have good magic skills&lt;br&gt;
[22:12:03] <danter> I would probably call it the warlocks guild and not heretics guild thou :P<br>
[22:08:54] &lt;danter&gt; anyone can get thrown out of a guild thou... and if you don't follow the guild standards... well... by by... your out of here&lt;br&gt;
[22:12:41] <Athana_> Hmm but dark priest and Necromancers? Why not to a heretic guild<br>
[22:09:19] &lt;danter&gt; and in that way, we have a very good thing the karma can be used for&lt;br&gt;
[22:12:58] <Oslsachem> if that was the case, it could be delayed until stendhal has a class specific quest/guild by virtue of the YAGNI principle :) http://en.wikipedia.org/wiki/YAGNI<br>
[22:10:08] &lt;danter&gt; an acolyte (priest) hardly would be accepted if you had too bad karma for instance ;)&lt;br&gt;
[22:13:02] <kiheru> yep. they would not call themselves heretic, knowing they are right! :-P<br>
[22:13:57] <danter> but still... what we first need, is a robust base system<br>
[22:10:55] &lt;danter&gt; anyways, back to the real thing that started this discussion, namely base attributes&lt;br&gt;
[22:10:56] &lt;Oslsachem&gt; so the purpose of the classes is restricting quests/guild access to players?&lt;br&gt;
[22:14:17] <kiheru> yes. build the foundation first<br>
[22:11:18] &lt;Athana_&gt; And if you have bad carma? You are welcome to thieves or Heretics guild :-P&lt;br&gt;
[22:14:32] <danter> all classes and the likes can come after we have decided on the base attributes<br>
[22:11:21] &lt;danter&gt; yeah, something like that&lt;br&gt;
[22:14:41] <Athana_> Yes, and mages who use very much black magic<br>
[22:12:03] &lt;danter&gt; I would probably call it the warlocks guild and not heretics guild thou :P&lt;br&gt;
[22:15:00] <Athana_> Yes danter<br>
[22:12:41] &lt;Athana_&gt; Hmm but dark priest and Necromancers? Why not to a heretic guild&lt;br&gt;
[22:15:30] <danter> so... <br>
[22:12:58] &lt;Oslsachem&gt; if that was the case, it could be delayed until stendhal has a class specific quest/guild by virtue of the YAGNI principle :) http://en.wikipedia.org/wiki/YAGNI&lt;br&gt;
[22:15:31] <danter> http://arianne.sourceforge.net/wiki/index.php?title=StendhalRPProposal<br>
[22:13:02] &lt;kiheru&gt; yep. they would not call themselves heretic, knowing they are right! :-P&lt;br&gt;
[22:15:59] <Athana_> And for guilds, we need big interiors, NPCs, quests from that guilds, games and offers only for guild members<br>
[22:13:57] &lt;danter&gt; but still... what we first need, is a robust base system&lt;br&gt;
[22:16:07] <Oslsachem> I think we should define the classes in terms of percentages of the player's attributes<br>
[22:14:17] &lt;kiheru&gt; yes. build the foundation first&lt;br&gt;
[22:16:57] <danter> I was reading on that... and noticed that we only have one skill for hitting and dodging, namely dex... wich means that the thief class is missing alot of it's base <br>
[22:14:32] &lt;danter&gt; all classes and the likes can come after we have decided on the base attributes&lt;br&gt;
[22:20:28] <danter> Oslsachem: if you are out in the forest, shooting a bow... even if your not shooting in that really good... cause you normally use your sword arm... what class are you then?<br>
[22:14:41] &lt;Athana_&gt; Yes, and mages who use very much black magic&lt;br&gt;
[22:20:59] <danter> I would say that for the moment... you are a hunter<br>
[22:15:00] &lt;Athana_&gt; Yes danter&lt;br&gt;
[22:21:32] <danter> even if you might be an apprentice hunter<br>
[22:15:30] &lt;danter&gt; so... &lt;br&gt;
[22:21:49] <Oslsachem> well, attributes are perhaps oversimplified because then intellingence includes cunning and wisdom too<br>
[22:15:31] &lt;danter&gt; http://arianne.sourceforge.net/wiki/index.php?title=StendhalRPProposal&lt;br&gt;
[22:22:15] <Oslsachem> you're a fighter using a bow?<br>
[22:15:59] &lt;Athana_&gt; And for guilds, we need big interiors, NPCs, quests from that guilds, games and offers only for guild members&lt;br&gt;
[22:22:26] <danter> well, can happen right?<br>
[22:16:07] &lt;Oslsachem&gt; I think we should define the classes in terms of percentages of the player's attributes&lt;br&gt;
[22:22:35] <Oslsachem> of course<br>
[22:22:55] <danter> maybe I decided it was too dangerous... beeing soo close to your target... so I wanted to... stay a bit away from it<br>
[22:16:57] &lt;danter&gt; I was reading on that... and noticed that we only have one skill for hitting and dodging, namely dex... wich means that the thief class is missing alot of it's base &lt;br&gt;
[22:20:28] &lt;danter&gt; Oslsachem: if you are out in the forest, shooting a bow... even if your not shooting in that really good... cause you normally use your sword arm... what class are you then?&lt;br&gt;
[22:23:16] <danter> thus I started using a bow... but I can't shoot it that well... yet<br>
[22:23:38] <danter> but I would still consider myself as a hunter at that moment... just that I am an apprentice hunter<br>
[22:20:59] &lt;danter&gt; I would say that for the moment... you are a hunter&lt;br&gt;
[22:24:01] <Oslsachem> ok, you're a hunter wannabe so what? :)<br>
[22:21:32] &lt;danter&gt; even if you might be an apprentice hunter&lt;br&gt;
[22:21:49] &lt;Oslsachem&gt; well, attributes are perhaps oversimplified because then intellingence includes cunning and wisdom too&lt;br&gt;
[22:24:04] <danter> well, conclusion:<br>
[22:22:15] &lt;Oslsachem&gt; you're a fighter using a bow?&lt;br&gt;
[22:24:24] <danter> attributes dosn't say a thing about what class you are, but what you see yourself as<br>
[22:22:26] &lt;danter&gt; well, can happen right?&lt;br&gt;
[22:24:34] <Oslsachem> there's a difference between what you consider yourself and what you're best at in that moment<br>
[22:22:35] &lt;Oslsachem&gt; of course&lt;br&gt;
[22:25:10] <Oslsachem> when you ask for a task, they ask you to prove your skills with the sword and bow<br>
[22:22:55] &lt;danter&gt; maybe I decided it was too dangerous... beeing soo close to your target... so I wanted to... stay a bit away from it&lt;br&gt;
[22:25:18] <danter> yes, but I still left that warriors guild, so im an ex-warrior now, but a hunter apprentice aswell<br>
[22:23:16] &lt;danter&gt; thus I started using a bow... but I can't shoot it that well... yet&lt;br&gt;
[22:25:19] <Oslsachem> what do you think they would think you are?<br>
[22:23:38] &lt;danter&gt; but I would still consider myself as a hunter at that moment... just that I am an apprentice hunter&lt;br&gt;
[22:25:29] <Oslsachem> what you tell them or what they see you are?<br>
[22:26:23] <Oslsachem> oh well, let's say then that you are 95% warrior and 5% hunter<br>
[22:24:01] &lt;Oslsachem&gt; ok, you're a hunter wannabe so what? :)&lt;br&gt;
[22:26:28] <Oslsachem> it's fair<br>
[22:24:04] &lt;danter&gt; well, conclusion:&lt;br&gt;
[22:27:04] <Oslsachem> we could have a main, second and third class at a current time<br>
[22:24:24] &lt;danter&gt; attributes dosn't say a thing about what class you are, but what you see yourself as&lt;br&gt;
[22:24:34] &lt;Oslsachem&gt; there's a difference between what you consider yourself and what you're best at in that moment&lt;br&gt;
[22:27:23] <Oslsachem> *given<br>
[22:25:10] &lt;Oslsachem&gt; when you ask for a task, they ask you to prove your skills with the sword and bow&lt;br&gt;
[22:27:39] <danter> id still say that you decide what class you are by yourself... namely by choosing guild, just that there is grades to how much of that class you are, apprentice, journeyman... expert, master etc etc<br>
[22:28:31] <danter> then, if someone comes up to you and ask... so, what do you work as....<br>
[22:25:18] &lt;danter&gt; yes, but I still left that warriors guild, so im an ex-warrior now, but a hunter apprentice aswell&lt;br&gt;
[22:28:42] <danter> then you can answer... well im an apprentice hunter<br>
[22:25:19] &lt;Oslsachem&gt; what do you think they would think you are?&lt;br&gt;
[22:28:54] <Oslsachem> then there would be a "current class" and a "target class" what you actually are and what you would like to be<br>
[22:25:29] &lt;Oslsachem&gt; what you tell them or what they see you are?&lt;br&gt;
[22:26:23] &lt;Oslsachem&gt; oh well, let's say then that you are 95% warrior and 5% hunter&lt;br&gt;
[22:29:01] <danter> but you can still hide the fact that your a master swordsman aswell<br>
[22:26:28] &lt;Oslsachem&gt; it's fair&lt;br&gt;
[22:35:12] <Oslsachem> well, I'm a bit lost with all this. We should get sure that everything can be put to good use in the game. There's not much point on being a fighter if you're the only one who knows it for sure by seeing it in your stats.<br>
[22:27:04] &lt;Oslsachem&gt; we could have a main, second and third class at a current time&lt;br&gt;
[22:37:23] <danter> in pvp something like that is very... _very_ handy<br>
[22:27:23] &lt;Oslsachem&gt; *given&lt;br&gt;
[22:37:34] <danter> cause you normally want to hide your true power<br>
[22:27:39] &lt;danter&gt; id still say that you decide what class you are by yourself... namely by choosing guild, just that there is grades to how much of that class you are, apprentice, journeyman... expert, master etc etc&lt;br&gt;
[22:38:17] <Oslsachem> but then the other player must believe in your word? :/<br>
[22:39:11] <danter> well, if they don't belive in your words... you can still show them by yourself?<br>
[22:28:31] &lt;danter&gt; then, if someone comes up to you and ask... so, what do you work as....&lt;br&gt;
[22:39:31] <danter> just equip a sword and warrior armor, and beat there assess<br>
[22:28:42] &lt;danter&gt; then you can answer... well im an apprentice hunter&lt;br&gt;
[22:41:23] <Oslsachem> so class will effectively limit the equipment you can use? or the bonuses?<br>
[22:28:54] &lt;Oslsachem&gt; then there would be a &quot;current class&quot; and a &quot;target class&quot; what you actually are and what you would like to be&lt;br&gt;
[22:29:01] &lt;danter&gt; but you can still hide the fact that your a master swordsman aswell&lt;br&gt;
[22:42:55] <danter> the main idea I had, was that armor and weapons should decide entirely what class you are... for the moment... just that you can't change your entire gear out in the woods to change from warrior to priest<br>
[22:35:12] &lt;Oslsachem&gt; well, I'm a bit lost with all this. We should get sure that everything can be put to good use in the game. There's not much point on being a fighter if you're the only one who knows it for sure by seeing it in your stats.&lt;br&gt;
[22:43:25] <danter> http://arianne.sourceforge.net/wiki/index.php?title=StendhalRefactoringClassBasics#Open_System<br>
[22:37:23] &lt;danter&gt; in pvp something like that is very... _very_ handy&lt;br&gt;
[22:44:45] <danter> Oslsachem: that is the main idea I had for the class system... not certain that will be the system we will have thou... but you see the details there<br>
[22:37:34] &lt;danter&gt; cause you normally want to hide your true power&lt;br&gt;
[22:44:56] <Oslsachem> but then, you are classless until you get a class specific armor which doesn't let the player choose the class from the beginning<br>
[22:38:17] &lt;Oslsachem&gt; but then the other player must believe in your word? :/&lt;br&gt;
[22:45:14] <danter> exactly<br>
[22:39:11] &lt;danter&gt; well, if they don't belive in your words... you can still show them by yourself?&lt;br&gt;
[22:46:47] <danter> and then you really start from scratch... you are that little boy that hunt rats down in the basement for the old lady with the rats problem, for a few gils, and later decide that... hmm im good with swords, I should join the warriors guild<br>
[22:39:31] &lt;danter&gt; just equip a sword and warrior armor, and beat there assess&lt;br&gt;
[22:46:56] <Oslsachem> anyway, that reminds me of the saying: "The Cowl Doesn't Make the Monk" :)<br>
[22:41:23] &lt;Oslsachem&gt; so class will effectively limit the equipment you can use? or the bonuses?&lt;br&gt;
[22:47:15] <danter> FF style on money :P<br>
[22:48:45] <danter> but still, making the class choices ingame (and not before you start playing) is the best way in my opinion... cause then you can check with other players, and read in books in the library about the specific classes<br>
[22:42:55] &lt;danter&gt; the main idea I had, was that armor and weapons should decide entirely what class you are... for the moment... just that you can't change your entire gear out in the woods to change from warrior to priest&lt;br&gt;
[22:43:25] &lt;danter&gt; http://arianne.sourceforge.net/wiki/index.php?title=StendhalRefactoringClassBasics#Open_System&lt;br&gt;
[22:49:02] <Oslsachem> That's fine for a single player but in this case, the rats problem of the old lady will look insignificant compared to her little boys problem in the basement :P<br>
[22:44:45] &lt;danter&gt; Oslsachem: that is the main idea I had for the class system... not certain that will be the system we will have thou... but you see the details there&lt;br&gt;
[22:49:03] <danter> before you make a decission<br>
[22:50:09] <danter> well, we have a pretty nice rat dungeon in semos... Id say it's rather big... so the old lady in this case is the old mayor, <br>
[22:44:56] &lt;Oslsachem&gt; but then, you are classless until you get a class specific armor which doesn't let the player choose the class from the beginning&lt;br&gt;
[22:45:14] &lt;danter&gt; exactly&lt;br&gt;
[22:50:17] <Oslsachem> I agree that your class choice should reflect your behaviour in game, but I thought you wanted to allow the player choose the class from the beginning<br>
[22:51:55] <danter> well, if we make it in a nice way, you will be able to... just go to that veteran solder who has tryed the most in his life, and he will give you a few pointers on what yhou should increase in order to become that class<br>
[22:46:47] &lt;danter&gt; and then you really start from scratch... you are that little boy that hunt rats down in the basement for the old lady with the rats problem, for a few gils, and later decide that... hmm im good with swords, I should join the warriors guild&lt;br&gt;
[22:46:56] &lt;Oslsachem&gt; anyway, that reminds me of the saying: &quot;The Cowl Doesn't Make the Monk&quot; :)&lt;br&gt;
[22:52:34] <danter> maybe he can teach some very basic class skills from most classes aswell<br>
[22:47:15] &lt;danter&gt; FF style on money :P&lt;br&gt;
[22:53:47] <Oslsachem> so you suggest the class isn't chosen directly but indirectly through attributes?<br>
[22:48:45] &lt;danter&gt; but still, making the class choices ingame (and not before you start playing) is the best way in my opinion... cause then you can check with other players, and read in books in the library about the specific classes&lt;br&gt;
[22:54:41] <Oslsachem> what are class skills? I thought class and skil were the same according to the wiki<br>
[22:49:02] &lt;Oslsachem&gt; That's fine for a single player but in this case, the rats problem of the old lady will look insignificant compared to her little boys problem in the basement :P&lt;br&gt;
[22:57:21] <danter> http://arianne.sourceforge.net/wiki/index.php?title=StendhalRefactoringClassArcher#Archer_Class<br>
[22:57:39] <danter> some we probably will have for archer as it's named<br>
[22:49:03] &lt;danter&gt; before you make a decission&lt;br&gt;
[22:50:09] &lt;danter&gt; well, we have a pretty nice rat dungeon in semos... Id say it's rather big... so the old lady in this case is the old mayor, &lt;br&gt;
[22:58:06] <Oslsachem> anyway, organizing skills in a tree prevent a player from being in more than one class at the same time, like 50% fighter 50% hunter<br>
[22:50:17] &lt;Oslsachem&gt; I agree that your class choice should reflect your behaviour in game, but I thought you wanted to allow the player choose the class from the beginning&lt;br&gt;
[22:58:32] <danter> hrm... mblanch_away have named the classes skills on that new page o_O<br>
[22:51:55] &lt;danter&gt; well, if we make it in a nice way, you will be able to... just go to that veteran solder who has tryed the most in his life, and he will give you a few pointers on what yhou should increase in order to become that class&lt;br&gt;
[23:00:12] <danter> well, the tree is intended so that you need to learn some basic skills, before you can learn the more advanced skills<br>
[22:52:34] &lt;danter&gt; maybe he can teach some very basic class skills from most classes aswell&lt;br&gt;
[23:00:15] <Oslsachem> hmmm... so this would be the equivalent to spells in the mage class?<br>
[22:53:47] &lt;Oslsachem&gt; so you suggest the class isn't chosen directly but indirectly through attributes?&lt;br&gt;
[23:00:21] <danter> yeah<br>
[23:00:43] <Oslsachem> but these should be learnt after you are an archer not before<br>
[22:54:41] &lt;Oslsachem&gt; what are class skills? I thought class and skil were the same according to the wiki&lt;br&gt;
[22:57:21] &lt;danter&gt; http://arianne.sourceforge.net/wiki/index.php?title=StendhalRefactoringClassArcher#Archer_Class&lt;br&gt;
[23:00:51] <Oslsachem> they presume you're one already<br>
[23:01:18] <danter> well... did you read that Open class system idea?<br>
[22:57:39] &lt;danter&gt; some we probably will have for archer as it's named&lt;br&gt;
[22:58:06] &lt;Oslsachem&gt; anyway, organizing skills in a tree prevent a player from being in more than one class at the same time, like 50% fighter 50% hunter&lt;br&gt;
[23:01:31] <Oslsachem> yes, but I've forgotten :P<br>
[22:58:32] &lt;danter&gt; hrm... mblanch_away have named the classes skills on that new page o_O&lt;br&gt;
[23:01:39] <danter> it's a rather crucial part of this entire idea<br>
[23:00:12] &lt;danter&gt; well, the tree is intended so that you need to learn some basic skills, before you can learn the more advanced skills&lt;br&gt;
[23:05:14] <Oslsachem> what are opposing skills?<br>
[23:00:15] &lt;Oslsachem&gt; hmmm... so this would be the equivalent to spells in the mage class?&lt;br&gt;
[23:05:29] <durkham_laptop> white and black magic<br>
[23:00:21] &lt;danter&gt; yeah&lt;br&gt;
[23:06:17] <durkham_laptop> blacksmith and knitting :)<br>
[23:00:43] &lt;Oslsachem&gt; but these should be learnt after you are an archer not before&lt;br&gt;
[23:07:04] <danter> skills that entirely is against eachother in nature<br>
[23:00:51] &lt;Oslsachem&gt; they presume you're one already&lt;br&gt;
[23:07:53] <Oslsachem> "change the gear to fit the opponent they are currently fighting" -> you mean classes are like the "Rock, paper, scissors" game?<br>
[23:01:18] &lt;danter&gt; well... did you read that Open class system idea?&lt;br&gt;
[23:08:44] <danter> well, if you are fighting an elemental, that hardly takes damage from melee damage, you sholdnt be able to suddenly become a mage to fight it better<br>
[23:01:31] &lt;Oslsachem&gt; yes, but I've forgotten :P&lt;br&gt;
[23:09:11] <danter> thats what a party is for, one play the mage role, one the tank/warrior role and yet another the healer/priest role<br>
[23:01:39] &lt;danter&gt; it's a rather crucial part of this entire idea&lt;br&gt;
[23:10:28] <danter> and some dungeons should probably have a mix of magically strong creatures, and physically strong creatures, so one alone woldnt be able to clear it<br>
[23:05:14] &lt;Oslsachem&gt; what are opposing skills?&lt;br&gt;
[23:11:29] <Oslsachem> well, I wouldn't disable skills, you could still be a mage but the armor you're wearing would put a penalty to your skills<br>
[23:05:29] &lt;durkham_laptop&gt; white and black magic&lt;br&gt;
[23:13:46] <kiheru> we probably need a magic channelling attribute for items. So that wizards would naturally prefer robes and a staff for instance<br>
[23:06:17] &lt;durkham_laptop&gt; blacksmith and knitting :)&lt;br&gt;
[23:14:28] <danter> the thing is that you still sholdnt be able to use a skill like "Quick Strike" when you are a warrior<br>
[23:14:56] <danter> or the skill "Falcon Eyes"<br>
[23:07:04] &lt;danter&gt; skills that entirely is against eachother in nature&lt;br&gt;
[23:07:53] &lt;Oslsachem&gt; &quot;change the gear to fit the opponent they are currently fighting&quot; -&gt; you mean classes are like the &quot;Rock, paper, scissors&quot; game?&lt;br&gt;
[23:15:37] <danter> well, the skill "Falcon Eyes", probably should be possible to be used...<br>
[23:08:44] &lt;danter&gt; well, if you are fighting an elemental, that hardly takes damage from melee damage, you sholdnt be able to suddenly become a mage to fight it better&lt;br&gt;
[23:16:09] <kiheru> so limit a quick strike to light weapons. a warrior would not like to use those anyway<br>
[23:09:11] &lt;danter&gt; thats what a party is for, one play the mage role, one the tank/warrior role and yet another the healer/priest role&lt;br&gt;
[23:16:30] <danter> quick strike should be limited to ranged weapons<br>
[23:10:28] &lt;danter&gt; and some dungeons should probably have a mix of magically strong creatures, and physically strong creatures, so one alone woldnt be able to clear it&lt;br&gt;
[23:16:40] <danter> Quick Strike - Waste some MP to fire a few fast arrows towards one opponent<br>
[23:11:29] &lt;Oslsachem&gt; well, I wouldn't disable skills, you could still be a mage but the armor you're wearing would put a penalty to your skills&lt;br&gt;
[23:17:19] <danter> i defently would like to be able to use such a skill as a warrior... doing a few fast sword attacks instead<br>
[23:13:46] &lt;kiheru&gt; we probably need a magic channelling attribute for items. So that wizards would naturally prefer robes and a staff for instance&lt;br&gt;
[23:17:37] <Oslsachem> maybe quick shot is a more appropriate term as it implies that something is thrown<br>
[23:18:25] <ChadF> danter: the tricky part is "when to use it and when not to" and avoiding a complex interface<br>
[23:14:28] &lt;danter&gt; the thing is that you still sholdnt be able to use a skill like &quot;Quick Strike&quot; when you are a warrior&lt;br&gt;
[23:19:13] <danter> yeah... thats the biggest problem about all classes I belive<br>
[23:14:56] &lt;danter&gt; or the skill &quot;Falcon Eyes&quot;&lt;br&gt;
[23:15:37] &lt;danter&gt; well, the skill &quot;Falcon Eyes&quot;, probably should be possible to be used...&lt;br&gt;
[23:19:14] * Oslsachem hears mblanch_away saying KISS...KISS...<br>
[23:16:09] &lt;kiheru&gt; so limit a quick strike to light weapons. a warrior would not like to use those anyway&lt;br&gt;
[23:23:30] <Oslsachem> I think the "when to use skill" should be related to the player's attributes and armor/weapons should alter/require some of those attributes and skills at the same time<br>
[23:16:30] &lt;danter&gt; quick strike should be limited to ranged weapons&lt;br&gt;
[23:38:06] <ChadF> Oslsachem: for my idea, there would be a set of skills groups associated with each weapon/shield/whatever, each having a percentage of the whole skillset.. so a short sword might have (from an atk perspective): atk:20 stab:10 swing:20 sword:25 close_range:25 ... a long sword: atk:20 stab:5 swing:25 sword:25 medium_range:25 and a dagger: atk:20 swing:10 stab:20 dagger:25 close_range:25<br>
[23:16:40] &lt;danter&gt; Quick Strike - Waste some MP to fire a few fast arrows towards one opponent&lt;br&gt;
[23:40:29] <ChadF> each skill contributes based on it's ratio, and as you learn, they up those levels based on the same ratio.. and lets some skills traverse weapons.. and any sword ups sword, swing, and stab skills, but others may have other common "learned skills"<br>
[23:17:19] &lt;danter&gt; i defently would like to be able to use such a skill as a warrior... doing a few fast sword attacks instead&lt;br&gt;
[23:41:35] <ChadF> (in this case I used ratio values that add up to 100%, but in impl it would just figure out the ratio itself (each / sum{all})<br>
[23:17:37] &lt;Oslsachem&gt; maybe quick shot is a more appropriate term as it implies that something is thrown&lt;br&gt;
[23:44:39] <ChadF> in the end someone that has mastered a sword will be rather bad at a bow/arrow at first (only the general "atk" skill giving them any base skill)<br>
[23:18:25] &lt;ChadF&gt; danter: the tricky part is &quot;when to use it and when not to&quot; and avoiding a complex interface&lt;br&gt;
[23:49:06] <Oslsachem> and how do you implement the penalties/requirements? with negative ratios?<br>
[23:19:13] &lt;danter&gt; yeah... thats the biggest problem about all classes I belive&lt;br&gt;
[23:51:11] <ChadF> so a penalty would be "unlearning" a skill?<br>
[23:19:14] * Oslsachem hears mblanch_away saying KISS...KISS...&lt;br&gt;
[23:52:29] <ChadF> if you mean for things like HP or MP, thos would be handled differently.. this would just be for learned skills, not energy levels<br>
[23:23:30] &lt;Oslsachem&gt; I think the &quot;when to use skill&quot; should be related to the player's attributes and armor/weapons should alter/require some of those attributes and skills at the same time&lt;br&gt;
<br>
[23:38:06] &lt;ChadF&gt; Oslsachem: for my idea, there would be a set of skills groups associated with each weapon/shield/whatever, each having a percentage of the whole skillset.. so a short sword might have (from an atk perspective): atk:20 stab:10 swing:20 sword:25 close_range:25 ... a long sword: atk:20 stab:5 swing:25 sword:25 medium_range:25 and a dagger: atk:20 swing:10 stab:20 dagger:25 close_range:25&lt;br&gt;
[00:45:23] <danter> http://arianne.sourceforge.net/wiki/index.php?title=StendhalRefactoringClassMage#Mage_Class<br>
[23:40:29] &lt;ChadF&gt; each skill contributes based on it's ratio, and as you learn, they up those levels based on the same ratio.. and lets some skills traverse weapons.. and any sword ups sword, swing, and stab skills, but others may have other common &quot;learned skills&quot;&lt;br&gt;
[00:45:58] <danter> first skill tree made... nothing is writtened in stone yet, but atleast my idea of a skill tree is there<br>
[23:41:35] &lt;ChadF&gt; (in this case I used ratio values that add up to 100%, but in impl it would just figure out the ratio itself (each / sum{all})&lt;br&gt;
<br>
[23:44:39] &lt;ChadF&gt; in the end someone that has mastered a sword will be rather bad at a bow/arrow at first (only the general &quot;atk&quot; skill giving them any base skill)&lt;br&gt;
[01:06:29] <Oslsachem> ChadF: why do you normalize the skills associated with each item?<br>
[23:49:06] &lt;Oslsachem&gt; and how do you implement the penalties/requirements? with negative ratios?&lt;br&gt;
[01:09:24] <ChadF> each skill would contribute a certain amount to the full potential of the item. But that can't be more than 100%, so their ratios are used to build their contributions toward it<br>
[23:51:11] &lt;ChadF&gt; so a penalty would be &quot;unlearning&quot; a skill?&lt;br&gt;
[01:15:34] <Oslsachem> I don't understand what the full potential of an item is... You mean the strongest blow/shot before it breaks?<br>
[23:52:29] &lt;ChadF&gt; if you mean for things like HP or MP, thos would be handled differently.. this would just be for learned skills, not energy levels&lt;br&gt;
[01:26:06] <ChadF> A weapon has a certain about of potential damage that has to follow the [game] laws of physics. A wood club (for example) should never be able to inflict damage above a certain point, no matter how good a player is. So it's limit would be directly tied to it's atk value (assuming mastered player skill).<br>
&lt;br&gt;
[01:26:33] <Oslsachem> dagger: atk:20 swing:10 stab:20 dagger:25 close_range:25 --> how would you calculate how much potential does the player get from the item?<br>
[00:45:23] &lt;danter&gt; http://arianne.sourceforge.net/wiki/index.php?title=StendhalRefactoringClassMage#Mage_Class&lt;br&gt;
[01:27:10] <ChadF> so if a player has reach 100% on all skills that contribute to using a wood club, then that would end up (give or take) 100% of it's max atk.<br>
[00:45:58] &lt;danter&gt; first skill tree made... nothing is writtened in stone yet, but atleast my idea of a skill tree is there&lt;br&gt;
[01:28:15] <ChadF> wisdom(skill[atk]) * 0.2 + wisdom(skill[swing]) * 0.10 + wisdom(skill[stab]) * 0.20 + ...<br>
&lt;br&gt;
[01:28:40] <ChadF> wisdom is a value from 0.0 to 1.0 based on a level<br>
[01:31:57] <Oslsachem> but atk, swing and stab are supposed to be based on level too<br>
[01:06:29] &lt;Oslsachem&gt; ChadF: why do you normalize the skills associated with each item?&lt;br&gt;
[01:09:24] &lt;ChadF&gt; each skill would contribute a certain amount to the full potential of the item. But that can't be more than 100%, so their ratios are used to build their contributions toward it&lt;br&gt;
[01:32:18] <ChadF> they aren't based on levels.. they are levels<br>
[01:15:34] &lt;Oslsachem&gt; I don't understand what the full potential of an item is... You mean the strongest blow/shot before it breaks?&lt;br&gt;
[01:32:47] <ChadF> so basically atk is split into functional atk values, not just one general one<br>
[01:26:06] &lt;ChadF&gt; A weapon has a certain about of potential damage that has to follow the [game] laws of physics. A wood club (for example) should never be able to inflict damage above a certain point, no matter how good a player is. So it's limit would be directly tied to it's atk value (assuming mastered player skill).&lt;br&gt;
[01:36:36] <Oslsachem> what's the relation between a player's level and skill levels then?<br>
[01:26:33] &lt;Oslsachem&gt; dagger: atk:20 swing:10 stab:20 dagger:25 close_range:25 --&gt; how would you calculate how much potential does the player get from the item?&lt;br&gt;
[01:40:40] <Oslsachem> I was thinking that if wisdom() was al inear function you could call it just once? :)<br>
[01:27:10] &lt;ChadF&gt; so if a player has reach 100% on all skills that contribute to using a wood club, then that would end up (give or take) 100% of it's max atk.&lt;br&gt;
[01:44:13] <ChadF> it's an exponential curve (but precomputed in a lookup table), like xp <-> level is<br>
[01:28:15] &lt;ChadF&gt; wisdom(skill[atk]) * 0.2 + wisdom(skill[swing]) * 0.10 + wisdom(skill[stab]) * 0.20 + ...&lt;br&gt;
[01:49:08] <Oslsachem> when do you reach wisdom 1?<br>
[01:53:51] <ChadF> at the maximum level<br>
[01:28:40] &lt;ChadF&gt; wisdom is a value from 0.0 to 1.0 based on a level&lt;br&gt;
[01:31:57] &lt;Oslsachem&gt; but atk, swing and stab are supposed to be based on level too&lt;br&gt;
[01:54:56] <ChadF> but it's an inverse curve.. so you gain wisdom faster at first, then more slowly<br>
[01:32:18] &lt;ChadF&gt; they aren't based on levels.. they are levels&lt;br&gt;
[01:56:03] <Oslsachem> so there's a level cap<br>
[01:32:47] &lt;ChadF&gt; so basically atk is split into functional atk values, not just one general one&lt;br&gt;
[01:57:02] <Oslsachem> yes, I see it's a logarithmic curve but capped<br>
[01:36:36] &lt;Oslsachem&gt; what's the relation between a player's level and skill levels then?&lt;br&gt;
[01:59:24] <Athana_> I'll read last logs tomorrow cause I'm sleepy. But so far I red about danter and hunter. Hmm we can name them as hunter, if he is good in bow and close combat, bowman if he is great in bow and not good in close combat, archer if are very good on bow and almost useless and weak on close combat, Ranger(preferably elf)if you are good in bow, sword, with very good survival ability in harsh environments and with bonus in forests, etc<br>
[01:40:40] &lt;Oslsachem&gt; I was thinking that if wisdom() was al inear function you could call it just once? :)&lt;br&gt;
[01:59:32] <ChadF> right.. so if a player was to make out their level for each skill that contributes to an item, they get it's full potential (or some scale.. perhaps a *really* experienced player could find ways to utilize an item to 120% of it's potential)<br>
[01:44:13] &lt;ChadF&gt; it's an exponential curve (but precomputed in a lookup table), like xp &lt;-&gt; level is&lt;br&gt;
[02:05:02] <Athana_> And a berserk skill for Barbarian warrior...<br>
[01:49:08] &lt;Oslsachem&gt; when do you reach wisdom 1?&lt;br&gt;
[02:08:53] <Oslsachem> Anyway, ChadF, what you suggest with the wisdom modifier is that two persons with the same set of skills wouldn't take the same potential out of the same item but that seems quite improbable because the set of skill levels should reflect the wisdom level of the player<br>
[01:53:51] &lt;ChadF&gt; at the maximum level&lt;br&gt;
[02:09:22] <Oslsachem> In other words, how could a player gain wisdom without increasing her skills?<br>
[01:54:56] &lt;ChadF&gt; but it's an inverse curve.. so you gain wisdom faster at first, then more slowly&lt;br&gt;
[02:17:55] <ChadF> they can't.. the skill levels will be low to start (just like atk & def are now), and as they use items that relate to skills, those particular skills get raised<br>
[01:56:03] &lt;Oslsachem&gt; so there's a level cap&lt;br&gt;
[02:19:35] <Oslsachem> so what do you try to address with the wisdom modifier? I mean, if a player has more wisdom then she necessarily has higher skills already<br>
[01:57:02] &lt;Oslsachem&gt; yes, I see it's a logarithmic curve but capped&lt;br&gt;
[02:20:21] <ChadF> a way to map a skill level to a usable scaling factor<br>
[01:59:24] &lt;Athana_&gt; I'll read last logs tomorrow cause I'm sleepy. But so far I red about danter and hunter. Hmm we can name them as hunter, if he is good in bow and close combat, bowman if he is great in bow and not good in close combat, archer if are very good on bow and almost useless and weak on close combat, Ranger(preferably elf)if you are good in bow, sword, with very good survival ability in harsh environments and with bonus in forests, etc&lt;br&gt;
[02:21:25] * ChadF would personaly prefer that most skills increase from use/practice, unlike now where it only raises special conditions (not that that can't still exist for certain skills)<br>
[01:59:32] &lt;ChadF&gt; right.. so if a player was to make out their level for each skill that contributes to an item, they get it's full potential (or some scale.. perhaps a *really* experienced player could find ways to utilize an item to 120% of it's potential)&lt;br&gt;
<br>
[02:05:02] &lt;Athana_&gt; And a berserk skill for Barbarian warrior...&lt;br&gt;
[02:48:06] <danter> http://arianne.sourceforge.net/wiki/index.php?title=StendhalRefactoringClassMage#Skill_Tree<br>
[02:08:53] &lt;Oslsachem&gt; Anyway, ChadF, what you suggest with the wisdom modifier is that two persons with the same set of skills wouldn't take the same potential out of the same item but that seems quite improbable because the set of skill levels should reflect the wisdom level of the player&lt;br&gt;
[02:48:40] <danter> there, fixed that skill tree a bit... noticed that it went outside screen on lower resolutions... and it will probably continue in that direction aswell<br>
[02:09:22] &lt;Oslsachem&gt; In other words, how could a player gain wisdom without increasing her skills?&lt;br&gt;
[02:51:41] <danter> this is a way that I want the classes to progress (should be similar skill trees on other classess) even if we decide that you choose the class at character creation or not<br>
[02:17:55] &lt;ChadF&gt; they can't.. the skill levels will be low to start (just like atk &amp; def are now), and as they use items that relate to skills, those particular skills get raised&lt;br&gt;
[02:19:35] &lt;Oslsachem&gt; so what do you try to address with the wisdom modifier? I mean, if a player has more wisdom then she necessarily has higher skills already&lt;br&gt;
[02:20:21] &lt;ChadF&gt; a way to map a skill level to a usable scaling factor&lt;br&gt;
[02:21:25] * ChadF would personaly prefer that most skills increase from use/practice, unlike now where it only raises special conditions (not that that can't still exist for certain skills)&lt;br&gt;
&lt;br&gt;
[02:48:06] &lt;danter&gt; http://arianne.sourceforge.net/wiki/index.php?title=StendhalRefactoringClassMage#Skill_Tree&lt;br&gt;
[02:48:40] &lt;danter&gt; there, fixed that skill tree a bit... noticed that it went outside screen on lower resolutions... and it will probably continue in that direction aswell&lt;br&gt;
[02:51:41] &lt;danter&gt; this is a way that I want the classes to progress (should be similar skill trees on other classess) even if we decide that you choose the class at character creation or not&lt;br&gt;