The way the current XP rate works, 0.1 might as well be 0 anyway, so what's the point?
If it's zero you will never ever be able to earn points. With 0.1 you will at least get 1 skill point for that skill once in a blue moon which in it self is infinitely better than never.The way the current XP rate works, 0.1 might as well be 0 anyway, so what's the point?
I don't think you understood my point. The XP earnings currently are so hilariously low, that while you could techincally still increase you skills at 0.1 skill multiplier, it realistically would be indistinguishable from 0. Even reaching the higher skill caps is practically impossible, let alone going beyond that with a 0.1 multiplierIf it's zero you will never ever be able to earn points. With 0.1 you will at least get 1 skill point for that skill once in a blue moon which in it self is infinitely better than never.
That's is why.
I don't think you understood my point. The XP earnings currently are so hilariously low, that while you could techincally still increase you skills at 0.1 skill multiplier, it realistically would be indistinguishable from 0. Even reaching the higher skill caps is practically impossible, let alone going beyond that with a 0.1 multiplier
This sounds wise. I wonder if it's true, it's probably mostly true.You never want to take away from players in game design, only give to them
I have a different opinion on this. I think they should remove "Learning Levels" altogether... Don't cap how much potential a character has to learn something new. Instead, make focus points more valuable by being able to learn certain skills 10x as fast, but keep the learning rates of every skill at 1% base. Why? Because this isn't like Warband and the other M&B titles... Your character has an expiration date and is expected to die and be replaced by another character. There's not a need for such limited progression. Even if you maxed out everything, you're still gonna die and have a hard reset when you change to an heir.I would suggest that the XP learning multiplier never becomes 0 (zero), but it should stop at 0.1 instead. That way you can progress beyond the cap, although extremely slowly.
What do you guys think?
The learning multiplier should never go below 0.5, ideally would be 1 at the lowest. I understand the concept with the way it's done now, like your character has a maximum "potential" they can reach, without adding focus or adding stats. But no matter how much or little natural talent or affinity a person has with something, as long as they keep practicing a skill they will get better
The system needs balance, I've already seen a mod that gives you a stat point every level up rather than every 3.
Quick math:
60 total stats * 3 levels = Level 180 to have max(10?? idk) stats if started from all 0's
15 * 6 focus points = Level 90 to have max focus in all skills
Here is my suggestion:
Provide alternate ways to level up other than just pure skilling
Balance stat gain and focus gain so you can end up with a max character at max level
Character creation sets your character to X level depending on stats + focus so that you can end up at level X with max stats and focus
You never want to take away from players in game design, only give to them
I have a different opinion on this. I think they should remove "Learning Levels" altogether... Don't cap how much potential a character has to learn something new. Instead, make focus points more valuable by being able to learn certain skills 10x as fast, but keep the learning rates of every skill at 1% base. Why? Because this isn't like Warband and the other M&B titles... Your character has an expiration date and is expected to die and be replaced by another character. There's not a need for such limited progression. Even if you maxed out everything, you're still gonna die and have a hard reset when you change to an heir.
What's more, it actually gives the player the option to choose whether they allow the aging mechanic to organically limit their character's skill levels since it's an option iirc.So much this. I like the skill system and the perks. Maybe it could be changed so that skills are very hard to level without focus points but can still level slowly. I believe the learning limit should be removed as currently it is possible to lock yourselves into a character who can gain any more levels. As has been stated, your character dying is what will prevent your character from being a master of all trades.
The hard cap is so dumb and broken. It wouldnt be bad if you got more attribute points but my character is level 20 and none of my attributes are over 5 and one is still at 3. Its like the game wants you to specialize but in order to level you need to spread points around. I my stewart skill with full focus points has hit a hard cap and no longer levels. Im at like 6 skills right now that no longer lvlI would suggest that the XP learning multiplier never becomes 0 (zero), but it should stop at 0.1 instead. That way you can progress beyond the cap, although extremely slowly.
What do you guys think?
Good ideas, except I don't recall Tale Worlds ever saying that aging and heirs was optional. There's just a vocal minority on the forums saying that it should be over and over again.What's more, it actually gives the player the option to choose whether they allow the aging mechanic to organically limit their character's skill levels since it's an option iirc.
If a player disliked the idea of losing progress, they could continue on, albeit very slowly, at the "capped" rate without fear of the character death and losing any progress at all. A player who is okay with such a setback upon a character death would play with see it organically limit their character's total skill level, but the new heir character would obviously not be impacted by the rate cap, and this gamer could experience multiple kinds of characters over one campaign through the aging and heir system. Everyone gets to enjoy to their taste.