Skill System Feedback: Books and Trainers
Posted: May 17th, 2010, 9:45 am
I believe the skill system in Eschalon Book: II has considerable potential as a tool that allows gamers to create exactly the kind of character that they want to play. It is a flexible system that easily allows you to weave aspects of different abilities together, and use them in ways that traditional class-based systems would not allow. That is all perfectly brilliant, but I feel that the current implementation of Trainers and Skill Books becomes counter-intuitive to the process of creating and playing the characters that the player may envision.
Due to the presence of Skill Books and Trainers, a player that wishes to increase the maximum potential of his chosen skills, needs to not develop these skills at the earliest convenience. That whole idea is absurd. It generates a situation where in order to make a powerful sword-fighter the player would make a character with barely any skill at all, saving all their skill points for later and essentially playing a character fundamentally different from what they actually wanted to play, as building them as Sword-fighters from the get-go would make him miss out on the valuable skill development opportunities offered by Books and Trainers, and the maximum potential of his skills would thus be reduced.
What causes this situation is not simply the presence of Skill books and Trainers but the way that they’re implemented. The current implementation encourages the player to not “buy” skills with his Skillpoints on level up or character creation, by promising him increasing potential if he holds off on spending his points. This turns the process of character development away from an organic process and instead towards deliberate planning and calculation to squeeze the most potential out of trainers and books. I suspect this may be enjoyable to some players, but I wonder if not the game would even more fun without this niggling quirk.
Information similar to the one I’m presenting below is already around on the forums, but is used to help players make min-maxed characters. I’m not really trying to help anyone make a great character, but rather point out what I perceive to be a flaw in an otherwise great system, and further suggest remedies.
Skill Books
In the current system, getting the first level of a skill requires three skill-points, and every level thereafter costs one single skill-point. Books can be used to teach you a new skill or used to increase a learnt skill by two levels. This means that books has a greater potential for your character if you’ve not yet taught yourself a skill, as learning a new skill is the equivalent of three- rather than two skill-points.
From a realistic point of view, this may make perfect sense. Reading a book and getting hold of the theory behind a practice would quite likely be of the greatest benefit to someone without or with little experience in the topic area. However, with a more wholesome view on the character’s development it may also mean that the character that chooses to learn a skill on his own will have lesser potential than one who was taught it through the use of a book, even if this character would later read the same book. That is not only strange, but it also encourages equally quirky meta-gaming and power-gaming in order to achieve greater skill potential.
I perceive this as a problem. I don’t know if anyone else does, but I definitely do. Since I perceive it to be problematic I have a couple of suggestions for ways that it could be “fixed”.
Suggestions:
1.
Make Skill Books provide the same value of skill-points regardless of your current skill level. Since the first level of skills is equal to the value of three skill-points it would also mean that books would have to be boosted to provide a boon of three as opposed to two skill levels to the chosen skill, if it’s already learnt.
2.
Make Skill Books no longer capable of teaching new skills. Instead they can only be used to develop the skills you at least know the basics of already. If they provide one point, two points or three skill-points worth of skill levels then becomes irrelevant to my arguments.
Essentially, by simply ensuring that the player gets the same amount benefit from a book regardless of when he chooses to read it, or manages to get a hold of it, you’ll also ensure that it does have not a detrimental effect on the intuitive character development process.
Skill Trainers
In the current system, Skill Trainers will be capable of getting a skill up to skill level eight at most. Each level taught will cost one hundred coins times the Skill Level you are training it to. Learning a new skill through a trainer will thus cost 100 coins, and earn you an equivalent of 3 skill-points worth of maximum skill potential. This is so cheap that it’s affordable even at the very start of the game, and the benefits of this are so great that it renders all other options dumb.
Furthermore, you may choose to train it to level 2, 3 4... all the way to level 8. Although the cost of such a procedure quickly climbs, it’ll give you another 7 points of maximum potential in said skill, bringing the total for that single skill up to 10 points of extra potential. However, to gain the full benefit of this practice you need to be as unskilled as possible, preferably without a single skill level in said skill.
This is where our nasty problem rears its ugly head.
For example, suppose that one player decides to play a sword-fighter. He makes a character with very high sword skill, and each level up he pumps some points into it. As he plays the game, he plays the game as a fighter too – an organic process where he the development of the character’s skills and the way he’s played becomes synergistic.
Then suppose this character comes upon a Skill Trainer of the Sword. Since he’s already managed to bring his Sword skill to level 16, he will be unable to benefit from the trainer regardless of how much coins he might have amassed.
Another player, carefully deliberate and familiar with the quirky game mechanics, in his design of his character, decides he wants to play a sword fighter too. So he decides to make a character with the Pick Lock skill and… Wait! What? The Pick Lock skill!? That doesn’t make any sense at all! Didn’t he want to make a Sword-Fighter? Exactly, it doesn’t make any sense at all.
This character will avoid developing his Sword skill at all, deciding instead to save his skill-points, and instead running from enemies, picking locks and securing loot to make money and get rich. When he eventually reaches the Sword trainer, he’ll be capable of taking full advantage of the training provided, levelling his Sword skill up to level 8. At this point he decides to spend all the skill points that he’s saved up instead of putting into the Sword Skill right away like the other character did, and he brings his Sword skill up to level 23 – BAM.
So what we’ve got here is a character that’s been using the sword throughout the game, killed enemies and also bereft of many other useful skills- He’s stuck at Sword level 16, incapable of using the trainer to progress further. Then we have another character that’s never properly fought a foe or used a sword, that’s actually just a thieving rogue – leaping to skill level 23 in an instant.
Again, this is something I perceive as problematic. I dunno if anyone shares this view, but I’ll still provide some thoughts and ideas on how it could be remedied.
Suggestion:
Make Skill Trainers capable of providing a certain amount of “sessions” of skill training before they’ve taught you all that they can. The costs of the session would be tied to the session number instead of the skill level they bring you to, and the amount of skill growth you could get from them would be the same regardless if you came to them with 20 levels in a skill or completely unskilled. Supposing you had four available sessions of training, the sessions could cost 250, 500, 750 and 1000 coins, and each one increase your Skill Level by one point.
Teaching an unskilled skill could either simply use up the first three training sessions, and cost an amount equivalent to what that would have cost you, or trainers could be barred from teaching you the basics of new skills entirely.
Final Words
Again, I don’t feel that any style of play should be penalized or rewarded but that all styles of play, should perhaps not be equally effective but at least come out with the same amount of skill levels in the end – regardless of where the player chooses to spend these points. This is the basis of the opinions I’ve shared here.
In the game’s current state, whether intentional or not, I feel there’s a considerable bias towards the min-maxed types of characters and their convoluted levelling processes. Don’t get me wrong though– I have absolutely no difficulty making a powerful character, so this is no type of “Waaah, Waaah, my character sucks so it has to be someone else’s fault!” kind of post. I simply believe that solving these problems would improve the experience that many people have with the game.
It might be too late to do anything about it in Eschalon Book: II, but it’s at least food for thought for Eschalon Book: III.
Agree? Disagree? Think I’m ugly and smell bad? Think I talk too much? I’d like to see discussion on this topic regardless.
Due to the presence of Skill Books and Trainers, a player that wishes to increase the maximum potential of his chosen skills, needs to not develop these skills at the earliest convenience. That whole idea is absurd. It generates a situation where in order to make a powerful sword-fighter the player would make a character with barely any skill at all, saving all their skill points for later and essentially playing a character fundamentally different from what they actually wanted to play, as building them as Sword-fighters from the get-go would make him miss out on the valuable skill development opportunities offered by Books and Trainers, and the maximum potential of his skills would thus be reduced.
What causes this situation is not simply the presence of Skill books and Trainers but the way that they’re implemented. The current implementation encourages the player to not “buy” skills with his Skillpoints on level up or character creation, by promising him increasing potential if he holds off on spending his points. This turns the process of character development away from an organic process and instead towards deliberate planning and calculation to squeeze the most potential out of trainers and books. I suspect this may be enjoyable to some players, but I wonder if not the game would even more fun without this niggling quirk.
Information similar to the one I’m presenting below is already around on the forums, but is used to help players make min-maxed characters. I’m not really trying to help anyone make a great character, but rather point out what I perceive to be a flaw in an otherwise great system, and further suggest remedies.
Skill Books
In the current system, getting the first level of a skill requires three skill-points, and every level thereafter costs one single skill-point. Books can be used to teach you a new skill or used to increase a learnt skill by two levels. This means that books has a greater potential for your character if you’ve not yet taught yourself a skill, as learning a new skill is the equivalent of three- rather than two skill-points.
From a realistic point of view, this may make perfect sense. Reading a book and getting hold of the theory behind a practice would quite likely be of the greatest benefit to someone without or with little experience in the topic area. However, with a more wholesome view on the character’s development it may also mean that the character that chooses to learn a skill on his own will have lesser potential than one who was taught it through the use of a book, even if this character would later read the same book. That is not only strange, but it also encourages equally quirky meta-gaming and power-gaming in order to achieve greater skill potential.
I perceive this as a problem. I don’t know if anyone else does, but I definitely do. Since I perceive it to be problematic I have a couple of suggestions for ways that it could be “fixed”.
Suggestions:
1.
Make Skill Books provide the same value of skill-points regardless of your current skill level. Since the first level of skills is equal to the value of three skill-points it would also mean that books would have to be boosted to provide a boon of three as opposed to two skill levels to the chosen skill, if it’s already learnt.
2.
Make Skill Books no longer capable of teaching new skills. Instead they can only be used to develop the skills you at least know the basics of already. If they provide one point, two points or three skill-points worth of skill levels then becomes irrelevant to my arguments.
Essentially, by simply ensuring that the player gets the same amount benefit from a book regardless of when he chooses to read it, or manages to get a hold of it, you’ll also ensure that it does have not a detrimental effect on the intuitive character development process.
Skill Trainers
In the current system, Skill Trainers will be capable of getting a skill up to skill level eight at most. Each level taught will cost one hundred coins times the Skill Level you are training it to. Learning a new skill through a trainer will thus cost 100 coins, and earn you an equivalent of 3 skill-points worth of maximum skill potential. This is so cheap that it’s affordable even at the very start of the game, and the benefits of this are so great that it renders all other options dumb.
Furthermore, you may choose to train it to level 2, 3 4... all the way to level 8. Although the cost of such a procedure quickly climbs, it’ll give you another 7 points of maximum potential in said skill, bringing the total for that single skill up to 10 points of extra potential. However, to gain the full benefit of this practice you need to be as unskilled as possible, preferably without a single skill level in said skill.
This is where our nasty problem rears its ugly head.
For example, suppose that one player decides to play a sword-fighter. He makes a character with very high sword skill, and each level up he pumps some points into it. As he plays the game, he plays the game as a fighter too – an organic process where he the development of the character’s skills and the way he’s played becomes synergistic.
Then suppose this character comes upon a Skill Trainer of the Sword. Since he’s already managed to bring his Sword skill to level 16, he will be unable to benefit from the trainer regardless of how much coins he might have amassed.
Another player, carefully deliberate and familiar with the quirky game mechanics, in his design of his character, decides he wants to play a sword fighter too. So he decides to make a character with the Pick Lock skill and… Wait! What? The Pick Lock skill!? That doesn’t make any sense at all! Didn’t he want to make a Sword-Fighter? Exactly, it doesn’t make any sense at all.
This character will avoid developing his Sword skill at all, deciding instead to save his skill-points, and instead running from enemies, picking locks and securing loot to make money and get rich. When he eventually reaches the Sword trainer, he’ll be capable of taking full advantage of the training provided, levelling his Sword skill up to level 8. At this point he decides to spend all the skill points that he’s saved up instead of putting into the Sword Skill right away like the other character did, and he brings his Sword skill up to level 23 – BAM.
So what we’ve got here is a character that’s been using the sword throughout the game, killed enemies and also bereft of many other useful skills- He’s stuck at Sword level 16, incapable of using the trainer to progress further. Then we have another character that’s never properly fought a foe or used a sword, that’s actually just a thieving rogue – leaping to skill level 23 in an instant.
Again, this is something I perceive as problematic. I dunno if anyone shares this view, but I’ll still provide some thoughts and ideas on how it could be remedied.
Suggestion:
Make Skill Trainers capable of providing a certain amount of “sessions” of skill training before they’ve taught you all that they can. The costs of the session would be tied to the session number instead of the skill level they bring you to, and the amount of skill growth you could get from them would be the same regardless if you came to them with 20 levels in a skill or completely unskilled. Supposing you had four available sessions of training, the sessions could cost 250, 500, 750 and 1000 coins, and each one increase your Skill Level by one point.
Teaching an unskilled skill could either simply use up the first three training sessions, and cost an amount equivalent to what that would have cost you, or trainers could be barred from teaching you the basics of new skills entirely.
Final Words
Again, I don’t feel that any style of play should be penalized or rewarded but that all styles of play, should perhaps not be equally effective but at least come out with the same amount of skill levels in the end – regardless of where the player chooses to spend these points. This is the basis of the opinions I’ve shared here.
In the game’s current state, whether intentional or not, I feel there’s a considerable bias towards the min-maxed types of characters and their convoluted levelling processes. Don’t get me wrong though– I have absolutely no difficulty making a powerful character, so this is no type of “Waaah, Waaah, my character sucks so it has to be someone else’s fault!” kind of post. I simply believe that solving these problems would improve the experience that many people have with the game.
It might be too late to do anything about it in Eschalon Book: II, but it’s at least food for thought for Eschalon Book: III.
Agree? Disagree? Think I’m ugly and smell bad? Think I talk too much? I’d like to see discussion on this topic regardless.