2011/7/5 David Ploog <dpl...@mi.fu-berlin.de>

>  > Instead, they could provide a passive bonus which doubles the amount of
> Isn't this still a no-brainer to use?
>

Well you still need to train the skill and invest some XP. So if you find a
manual of armour with your SpCj, you won't use it. Even for secondary
skills, there's still a choice. I have found a manual of T&D. Do I use it
immediately, disable other skills to get the bonus as fast as possible?
Maybe I've got more pressing things to do with my XP, I'll use it but keep
some other skills enabled. I'll get the same bonus, but it will use up some
inventory space for a longer time. Or maybe I'll just use it later or not at
all.
Also, I find it thematic. A manual helps you learn, but you still have to
practise. It makes your training more efficient.


> Another option is to scrap manuals.
>

Of course, we always have that option.

Still another option is to give manuals a new role: they could allow
> players to get a head start into a new skill, by transferring a fixed
> amount of xp into the skill, but asking for another skill to pay with. In
> a sense, they'd be a poor man's Reskilling.
>

Why would a manual make you worse at some other task? I don't think it's a
good idea.


 > Sage: same as manual, but all the XP goes into the skill. Commands are
> > disabled in the skill menu and the sage skill is at 100%.
>
> This is the radical version of what I propose above. (The way you
> explained it, manual use has a bonus but no malus.)
>

Actually, I just looked at the sage code, and still works just fine with the
new system. Let's not bother with it.


> [Draining] It's a good idea. It should drain from the top skills, I think.
> (Or use
> the actual skills as weights: with Axes 5, Shield 2, Armour 3, you would
> have 50% axes drained etc.)
>

Using skill levels as weight is a good idea and very easy to do with the new
system. So we "choose weight" 1d3 skills?

If there is desire, I can come up with the formula. The basic question is
> whether skill draining should be reliable (deterministic) or chaotic
> (random).
>

The amount of XP drained is already randomised. Skills drained are selected
randomly (weighted). Amount of skill points drained is derived from XP
drained. The amount of XP is drained is current_level_cost * (5 +
random2(11)) / 100.


> This is probably a nerf to the draining ego, but it can be very
> interesting.
>

I'm not sure it's a nerf. It does nerf its current use as "drain this tough
monster, escape, regenerate, come back, rinse and repeat until it dies",
which is a bit grindy. On the other hand, with the XP penalty removed, it
will see more use (players hate losing XP).
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