Feedback talk:User/Frakeer/Addition to Skill system

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On the feedback user page i am credited as the owner but not the editor. Any thoughts on how I fix that? --The preceding unsigned comment was added by Frakeer (talk) at 06:45, 7 May 2012 (UTC).

Basically you haven't got a feedback homepage yet. brb fixing. File:User Chieftain Alex Chieftain Signature.jpg Chieftain Alex 09:23, 7 May 2012 (UTC)
I posted another suggestion (Quest Givers) just before this one that looks like it posted properly. Did I mess that one up too?Frakeer
Feedback:User/Frakeer. No its all working fine. File:User Chieftain Alex Chieftain Signature.jpg Chieftain Alex 17:03, 7 May 2012 (UTC)



I like portions of this suggestion. I've toyed with some ideas of my own in the past regarding how skills are learned, lost, and regained as applies to a MMORPG.


First, the critique. I think it's too punitive to make someone completely lose a discipline, recipe, skill, etc. after they've (potentially) spent dozens of hours or more learning it. Despite the old addage, "Use it or lose it", that's not 100% accurate. Though a person will certainly diminish in proficiency if they do not practice on a regular basis, it's also true that - once we've learned something - we tend to retain at least some of what we've learned; even after long periods of time have passed. The addage that applies in this case being, "It's like learning to ride a bike; once you learn, you never forget."


The compromise I offer is - if a player isn't actively crafting or using a particular skill on a regular basis (which could even apply to combat skills) - they will lose proficiency in or efficacy of that skill over time. However, they will never drop below a certain level of proficiency.


For example, let's say "Showmaster's Boots" can be crafted at level 20. Assuming a system in which increasing levels of proficiency create increasingly more powerful items of the same type (i.e. "Showmaster's Boots +1" at level 20, "Showmaster's Boots +3" at level 30, "Showmaster's Boots +5" at level 40, etc.), then - if a crafter goes an extended period of time without crafting "Showmaster's Boots" - the quality of the "Showmaster's Boots" they can craft will slowly decrease.


If the crafter is currently level 40 but goes a few months without crafting "Showmaster's Boots", then the next time they go to craft them they will only be able to craft "Showmaster's Boots" the equivalent of a level 30 craftsperson. But they will never fall below level 30 with regard to their skill at crafting "Showmaster's Boots". This system permits (a) a loss of proficiency through lack of regular practice while (b) still allowing the player to retain some skill in a particular craft.


This takes into account the fact that people tend to retain at least some degree of ability and knowledge after having learned a skill. In other words, I accept a level 40 crafter losing his edge after not having crafted an item for several months. But I don't accept that that same crafter is going to go all the way back to square one, having to start from scratch as if they were a neophyte learning the skill for the very first time.


Eventually, with enough re-crafting of "Showmaster's Boots", our craftsperson in question will raise the quality of their "Showmaster's Boots" back to their current level 40 crafting level. Furthermore, they should be able to re-learn these rusty skills faster than someone who's learning them for the first time. In other words, our level 40 crafter should be able to raise his "Showmaster's Boots" crafting ability from level 30 to level 40 faster than a level 30 crafter who is working their way towards level 40.


Extending the concept further, this same progression/regression would apply to a crafter of even higher level. For example, a crafter of level 60 may lose some skill after an extended hiatus from crafting in general or crafting a specific item; but won't ever drop below level 40. A level 80 crafter won't drop below level 60. Note that I'm using hypothetical numbers here; the number of skill regression levels, the amount of non-crafting time that must pass before the regression begins, the amount of time it takes for the regression to reach its maximum amount, the amount of time or number of craftings it takes to re-sharpen the rusty skills, etc. are all variables that would have to be balanced through testing. Guild Wars 3 perhaps 02:12, 8 May 2012 (UTC)


Opp's! I didn't completely finish my suggestion. You are definately right that all the hard work being lost is way over the top. although I am not fully aware of how these crafting skills work I think each recipe is unlocked. I did not mean for Anet to just kill off recipie slots... just to "retire" the recipies that (almost) nobody ever uses. The slot in the recipe book for "Showmasters Boot's" would become the slot for the "showstopper's Boot's" (please don't use my un-imaginitve names though :) A bonus slot would be created for the outgoing boots that drops a level each day until there are no more levels left. The new recipe would go on at the same level as the one it is replacing.


In our real world fasion changes all the time. While Anet would have their hands full just trying to produce new art if they tried to emulate the real world, swapping out a recipe every 6 months could be doable and making it a "lost art" would allow for some truely special people within the game without giving them any undue advantages. adding a skill point to the materials list should make it impossible for those who love to craft to maintain all the lost arts (they would have to choose one or two) and when Anet does release a new rare armor that only that person can craft, he could only make maybe one for himself and a few to put in the auction house depending on how many available Armorsmith skill points they have.


I also agree with your thoughts on a crafter only "loosing his edge but not his ability" but my thought was loosing the ability was the world accepting that this piece is no longer in demand. I suppose to make it more realistic a skill that has been reduced to 0 could be re-initiated (found an old "how to" book) but the skill could only be raised one point per day and make the armor level of this elite armor be an average between the "Showmaster's" and the "Showstopper's" level. The new armor doesnt have to be just the outgoing type either. Combining the "Lost Art" with each type of armor could produce a whole suit, a project that may take two or three crafters because one person may not have the available skill points to make one of each piece.


OK! the short version of my suggestion:


-1 crafting skill per game expansion becomes a lost art (maybe 1 Armor, 1 Leather, 1 Tailor, 1 food at most. not for the weaponsmith's or artificer's though)
-loose a level per day till 0 (possibly with an option to re-initiate via "how to" book merchant)
-a new recipe would replace the old recipe at the same level. the new recipe would not deteriorate like the "Lost Art" would.
-new rare recipies released at certain yearly parties ie Christmas, Easter etc.
-these new recipies would require a related skill point in adition to any materials.
-results of recipie would be the average between the skill level of the "Lost art" and another relevant skill.
-Skill level can be raised 1 point per day by crafting the "Lost Art" recipe. No deterioration that day.


The last point could be left off depending on how easy it is to earn skill points. a person should not be allowed to let his skill in a craft run dry and just buy it all the way up when the actual recipe is posted on the wiki. FrakeerFrakeer 21:59, 9 May 2012 (UTC)