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Ihmotepp 11/26/08 11:09:55 AM
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Hard Core Member
Joined: 10/28/08
Google MMORPGMaker |
Originally posted by Shadowoak
Nothing natural? Are you kidding?
Is it more natural to gain a level by using solely your sword, level up by putting all points in bow mastery, and suddenly you become expert with the bow?
If you want to kill said worm with your sword, kill it with your sword. If you want to get better with your bow, hit it with your bow. I don't understand the unnatural thing you're getting from this.
Besides, in this example, it's good to use your bow, if you want to become good, not only your character, because you also get better, since it's an fps. You get a better feeling of how the bow works, the aim, the leading you must apply to hit your target, etc etc. And I guess the same goes on magic-using.
No, I am not kidding. IMO, this is completely unnatural. I can kill this mob with one smack of my sword. Why, in a "natural" i.e. realistic setting would I not go ahead and do that. What possible motivation, realistically could I have for not killing a menacing monster as fast as possible? In a use = skill increase system, instead of killing this mob with one whack of my sword, I might shoot it 20 times with my bow. Why? Skill increase. That's natural? Hardly. Natural is I go to a target range, and if I want to get better at using a bow, I shoot 8 bazillion arrows at targets. I don't "practice" while I'm trying to stay alive. That's silly. But again, it's a game. If it's fun, then it's fun. If we wanted realism, we could play real life. Don't believe me? Go find someone that hunts deer with a bow and arrow, and tell them you want to go hunting, but you've never used a bow before. They will send you to the range, not hope you get good practicing shooting at deer and wounding them. |
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Ihmotepp 11/26/08 11:16:02 AM
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Hard Core Member
Joined: 10/28/08
Google MMORPGMaker |
Originally posted by Greek_Matt
I think now you're just getting into semantics. Aventurine is attempting to create a realistic environment, within which you improve your skills by using them repeatedly, but still within the context of a computer game. Yes you're right, the essence of improvement comes from drilling simple activities (or indeed from being taught by someone, something I'm not aware of MMO games having really touched on yet). But this is still the same basic concept, that of doing something to get better at that thing. By contrast, the system you prefer (and I'm not saying it's better or worse, just different) is completely abstract - which of your skills you use doesn't need to have any bearing whatsoever to which of your skills are improving. This is completely unrealistic. Not inferior (in my opinion anyway), but without even a tenuous link to the real world. Fact is, Aventurine are committed to implementing the former system in Darkfall, and that's not going to change. Unless they decide to scrap the whole thing and start again. Again.
In the real world, we get better at things by boring repetition, called "practice".
My system isn't "abstract". It's straight out of most Paper n Pencil roleplaying games. You fight tons of bad guys, monsters, etc. Now you have enough money and experience to train to the next level, gain the next skill. You decide to get better with the bow, so you go to a monastery where Kung Fu Moncks train you for months in the art of becoming one with the bow, which is represented by how many skill points you spend on bow skill, or leveling up in a class that uses bow. Now, back to adventure....You don't actually spend time shooting targets for months, because it would be "realistic" but boring. IMo, much more "realistic" than people train to get better at something, but never "practice". What do you think is happening when you BUY a skill from an NPC in teh first place?
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Shadowoak 11/26/08 11:40:29 AM
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Advanced Member
Joined: 1/07/06 |
Originally posted by Ihmotepp
No, I am not kidding. IMO, this is completely unnatural. I can kill this mob with one smack of my sword. Why, in a "natural" i.e. realistic setting would I not go ahead and do that. What possible motivation, realistically could I have for not killing a menacing monster as fast as possible? In a use = skill increase system, instead of killing this mob with one whack of my sword, I might shoot it 20 times with my bow. Why? Skill increase. That's natural? Hardly. Natural is I go to a target range, and if I want to get better at using a bow, I shoot 8 bazillion arrows at targets. I don't "practice" while I'm trying to stay alive. That's silly. But again, it's a game. If it's fun, then it's fun. If we wanted realism, we could play real life. Don't believe me? Go find someone that hunts deer with a bow and arrow, and tell them you want to go hunting, but you've never used a bow before. They will send you to the range, not hope you get good practicing shooting at deer and wounding them.
You just focused on the first thing I said and you just discarded the rest? Is that your way of reading other posts and then arguing about them? ok ok, another example. Who's better at shooting deers? One that has spent his whole life practicing at shooting, or someone that has actually went out and killed a deer? |
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Ihmotepp 11/26/08 12:00:15 PM
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Hard Core Member
Joined: 10/28/08
Google MMORPGMaker |
Originally posted by Shadowoak
No, I am not kidding. IMO, this is completely unnatural. I can kill this mob with one smack of my sword. Why, in a "natural" i.e. realistic setting would I not go ahead and do that. What possible motivation, realistically could I have for not killing a menacing monster as fast as possible? In a use = skill increase system, instead of killing this mob with one whack of my sword, I might shoot it 20 times with my bow. Why? Skill increase. That's natural? Hardly. Natural is I go to a target range, and if I want to get better at using a bow, I shoot 8 bazillion arrows at targets. I don't "practice" while I'm trying to stay alive. That's silly. But again, it's a game. If it's fun, then it's fun. If we wanted realism, we could play real life. Don't believe me? Go find someone that hunts deer with a bow and arrow, and tell them you want to go hunting, but you've never used a bow before. They will send you to the range, not hope you get good practicing shooting at deer and wounding them.
You just focused on the first thing I said and you just discarded the rest? Is that your way of reading other posts and then arguing about them? ok ok, another example. Who's better at shooting deers? One that has spent his whole life practicing at shooting, or someone that has actually went out and killed a deer?
That's the experience factor. That's not how you gain a skill, that's how you learn to implement it to your best advantage. There's no wrong or right answer. It's just what you prefer, like chocolate or vanilla. If you like chocolate better than vanilla, I'm not going to tell you that you are wrong, because chocolate is more realistic. If you like to do something over and over to increase the skill, and you think that's fun, nobody can say you're wrong. I like to spend skill points. To me, it's more realistic, and a lot more fun to build your character, and it doesn't give you incentive to do things over and over just to increase the skill. I would much rather shoot 8 bazillion arrows, gain skill points, then spend them on my sword swinging skill, if that's the way I want to build my character. Much more freedom in building a character that way. For me, it's like people that complain about gold pieces dropping when you kill a wolf. I don't need to skin a wolf and get wolf pelts. I can imagine that I found gold pieces near by, from other adventurers that were killed by the wolves. I can use my imagination. I can imagine that I went some where and practiced in increase my sword swining skills. I don't have to swing a sword 8 bazillion times in the game to be "immersed". I also like beer with lots of hops, like Samuel Adams Boston Lager, while some people prefer a nice pale ale instead. |
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Blodpls 11/26/08 12:22:04 PM
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Elite Member
Joined: 7/29/08 |
Originally posted by Ihmotepp
Ihmotepp you are coming across as clueless as to the real world outside of your own particular environment. What you refer as practice is actually doing the activity in a controlled environment. Not everywhere at all times have such controlled environments existed in order to allow "practice" to take place. If I were starting a new job as a bricklayer my boss wouldn't make me build practice walls for six months in order to get up to standard. I would practice on the job. Maybe doing less important garden walls to start with but I would be doing the actual task. I wouldn't be able to build walls for six months and then suddenly be able to lay concrete perfectly as a result. Don't talk to me about college courses as that's clearly not how it has always be done, and still isn't everywhere. If I was a child soldier drafted into a third world army my target practice would be shooting real live enemies in actual real battles, not on a practice range. I would get good at it or I would die. Simple no practice needed. If I got a job in a abattoir are they going to give me a fake cow to practice on? Nope. In WWII did all soldier get trained in the use of fire arms? Nope. Some of them didn't even handle one until they looted off the corpse of one of their dead comrades. I hope you get the point as I could list pages of activities like this. Practice and doing something for real are the same thing, the only difference is the environment you do it in. In Darkfall you can do what you refer to as practice, duelling or casting spells at brick walls, whatever you want. Personally I will practice in the field as it would boring otherwise. It is obvious if you thought about it which system is more realistic, if you don't like realism then don't play.
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Greek_Matt 11/26/08 12:55:54 PM
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Advanced Member
Joined: 1/26/07
Relaxating. |
Originally posted by Ihmotepp
I think now you're just getting into semantics. Aventurine is attempting to create a realistic environment, within which you improve your skills by using them repeatedly, but still within the context of a computer game. Yes you're right, the essence of improvement comes from drilling simple activities (or indeed from being taught by someone, something I'm not aware of MMO games having really touched on yet). But this is still the same basic concept, that of doing something to get better at that thing. By contrast, the system you prefer (and I'm not saying it's better or worse, just different) is completely abstract - which of your skills you use doesn't need to have any bearing whatsoever to which of your skills are improving. This is completely unrealistic. Not inferior (in my opinion anyway), but without even a tenuous link to the real world. Fact is, Aventurine are committed to implementing the former system in Darkfall, and that's not going to change. Unless they decide to scrap the whole thing and start again. Again.
In the real world, we get better at things by boring repetition, called "practice".
My system isn't "abstract". It's straight out of most Paper n Pen | |