INTRODUCTION:
The current progression system ensures that there is a certain learning rate in each skill in relation to both the number of focus points assigned to it, both the degree of this skill, and the value of the attribute linked to the skill, net of the base value.
Acquiring a degree in one skill decreases the learning rate of all skills.
Furthermore, there is a maximum degree that can always be reached according to these variables and this maximum degree decreases if the degrees of other skills are increased.
This progression system collides with a given fact: often the player performs actions that increase the experience and the degree of various skills, both those he would like to increase, and those he would not want to increase, because they would prevent him from having a character progressed as desired, as decreasing learning rate and maximum rank not only slow down this progression, but can compromise it.
So the player finds himself playing in an artificial way only to not increase the skills that at that moment he wants to remain low, but this affects the performance of his campaign because he cannot "sell stuff without necessarily learning the laws of the economy" or "he can't sell slaves without becoming a dweller in disreputable neighborhoods", or "he can't use the bow without becoming a robin hood"
In short: he would like to remain incompetent in what he does, but he can't ... it's too much good at what he does, a genius (in reality the opposite happens )
My proposal is simple:
A WAY TO BLOCK THE INCREASE OF SOME SKILLS. (a button near the skill)
The player should be given the freedom to choose whether or not to block the acquisition of experience of one or more skills. This would prevent the ability from climbing and therefore would not compromise the progression of the character.
HOW TO SEE MECHANICS IN A COHERENT WAY:
Let's take the study as an example
: not everything that you study is "learned" until you have the will to learn it (initial phase), understand it (middle phase) and have the will to remember it (phase after the study).
In addition, exercise is often required for the second and third stages.
And if time passes and you don't return to the subject before it is well established, the risk is to forget it or remember it badly (which is worse).
So, back to the game:
-using a one-handed weapon without training in the techniques does not make you improve and become a swordsman.
-same for 2-handed weapons and polearms. -even if you sell or barter, it is not certain that you will improve in the field over time if you do not think about it.
In short: for all other skills, if you don't want to commit to them, they shouldn't improve.
This way you can focus your learning rate only on what you really want to see progressed.
CONCLUSION:
I hope the idea is good (nothing complicated for the developers or the player) and that it is effective. Vote for the poll and possibly take a look at my other threads with polls.
They are lengthy, go into detail and do not just balance the game by varying some parameters but by introducing new mechanics and degrees of freedom that the game should have and that it does not have for various reasons, including a slice of the very conservative player base who row. against any proposal that increases the number of combat mechanics and deepens it.
The current progression system ensures that there is a certain learning rate in each skill in relation to both the number of focus points assigned to it, both the degree of this skill, and the value of the attribute linked to the skill, net of the base value.
Acquiring a degree in one skill decreases the learning rate of all skills.
Furthermore, there is a maximum degree that can always be reached according to these variables and this maximum degree decreases if the degrees of other skills are increased.
This progression system collides with a given fact: often the player performs actions that increase the experience and the degree of various skills, both those he would like to increase, and those he would not want to increase, because they would prevent him from having a character progressed as desired, as decreasing learning rate and maximum rank not only slow down this progression, but can compromise it.
So the player finds himself playing in an artificial way only to not increase the skills that at that moment he wants to remain low, but this affects the performance of his campaign because he cannot "sell stuff without necessarily learning the laws of the economy" or "he can't sell slaves without becoming a dweller in disreputable neighborhoods", or "he can't use the bow without becoming a robin hood"
In short: he would like to remain incompetent in what he does, but he can't ... it's too much good at what he does, a genius (in reality the opposite happens )
My proposal is simple:
A WAY TO BLOCK THE INCREASE OF SOME SKILLS. (a button near the skill)
The player should be given the freedom to choose whether or not to block the acquisition of experience of one or more skills. This would prevent the ability from climbing and therefore would not compromise the progression of the character.
HOW TO SEE MECHANICS IN A COHERENT WAY:
Let's take the study as an example
: not everything that you study is "learned" until you have the will to learn it (initial phase), understand it (middle phase) and have the will to remember it (phase after the study).
In addition, exercise is often required for the second and third stages.
And if time passes and you don't return to the subject before it is well established, the risk is to forget it or remember it badly (which is worse).
So, back to the game:
-using a one-handed weapon without training in the techniques does not make you improve and become a swordsman.
-same for 2-handed weapons and polearms. -even if you sell or barter, it is not certain that you will improve in the field over time if you do not think about it.
In short: for all other skills, if you don't want to commit to them, they shouldn't improve.
This way you can focus your learning rate only on what you really want to see progressed.
CONCLUSION:
I hope the idea is good (nothing complicated for the developers or the player) and that it is effective. Vote for the poll and possibly take a look at my other threads with polls.
They are lengthy, go into detail and do not just balance the game by varying some parameters but by introducing new mechanics and degrees of freedom that the game should have and that it does not have for various reasons, including a slice of the very conservative player base who row. against any proposal that increases the number of combat mechanics and deepens it.