Difference between revisions of "Talk:Skills"

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What about when you look to see your skill level and you get the message "He is working on "_______" project?  If it doesn't say "skillfully" or any of the other levels, doesn't that mean you are average at that skill?
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What about when you look to see your skill level and you get the message "He is working on "_______" project?  If it doesn't say "skillfully" or any of the other levels, doesn't that mean you are average at that skill? - [[User:Dudefer16|Dudefer16]]
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*I believe that happens when no skills apply to the project. In the future, please ask before making edits of this kind, and also please sign your comments. [[User:Sho|Sho]] 14:51, 5 Feb 2006 (EST)
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*Sho is correct in this case - Absence of skill description indicates no specific skill is used for that particular project - All characters work at the same rates --[[User:Chris Johnson|Chris Johnson]] 08:55, 6 Feb 2006 (EST)
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**Is strength for just fighting in general, like makes you stronger in both things but not as much individually as hunting and fighting skills? User: Joshuamonkey
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***Physical strength affects both hunting and fighting, and also determines dragging ability and resistance. I believe (not sure, though) that physical strength is the only skill that affects combat or hunting damage.[[User:Sho|Sho]] 00:18, 10 Feb 2006 (EST)
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***Physical strength AND Fighting or Hunting skill are the only skills which affect combat or hunting damage. --[[User:Chris Johnson|Chris Johnson]] 11:58, 10 Feb 2006 (EST)
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Repairing (separate for tools and weapons) is missing, right? Just asking before I add it. Also, the gathering skills are a mess, so I might perhaps put in notes in farming/collecting/digging/mining and say that? Will also add where skills are noted. [[User:Hellzon|Hellzon]] 06:42, 26 Mar 2006 (EST)
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Add a section for projects without skill? [[User:Ceselb|Ceselb]] 07:07, 9 January 2007 (EST)
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Is there any information on how health/damage affect your skills? Are fighting and hunting the only ones affected? [[User:Kaimera|Kaimera]] 8:50, 5 January 2009 (PST).
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== No Expert Newspawns ==
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Whatever the highest skill level or label is, no one should spawn with the highest skill level. We should require effort to reach this so that it's more meaningful.
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Implementation-wise, the max level should be the highest point at which the skill still says "skillful" and not "expert".
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'''Principles'''
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Accumulative gain: There is long-term progress over time.
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Strategy: There is advantage to creative or purposeful strategy to reach goals.
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from: Cantr Trello <sup>[https://trello.com/c/e6lajaeT/141-no-expert-newspawns-details]</sup>
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--[[User:Shaudawn|Shaudawn]] ([[User talk:Shaudawn|talk]]) 21:26, 1 August 2021 (UTC)
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=== Implementation ===
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Starting 2021-10-16, new characters no longer spawn with expert skills (skillful at best).
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--[[User:Shaudawn|Shaudawn]] ([[User talk:Shaudawn|talk]])
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== Notes on Skills ==
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* Each skill is a value between 0 (minimum) and 10000 (maximum).
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* There are no "jumps" in skills.  Each skill progresses as they are practiced. 
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* The player will see their skill reflected vaguely as awkward, novice, efficient, skilled, or expert.  <br> But changing between these isn't a ''jump'' in skill. (e.g. You just completed baking your umpteenth batch of cookies when you notice that you have gone from "efficient" to "skilled" in Cooking.  That means somewhere along the way, your skill passed 6000...maybe from 5999 up to 6001.)
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** '''awkward:''' 0 to 2000
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** '''novice:''' 2000 to 4000
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** '''efficient:''' 4000 to 6000
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** '''skilled:''' 6000 to 8000
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** '''expert:''' 8000 to 10000
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* Newly created characters (a.k.a. "newspawns") will eventually be capped to start below 8000 in every skill (<s>not yet implemented as of September 2021, but it's comin'</s> It's here.  All newspawns are capped.).
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=== The Strength Attribute and Fighting Skill as an Example ===
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<!-- (mostly because that's all you thugs ever think about...kill, kill, kill... what is this, Call of Duty? GTA? A million FPSs, and...uhg...violence) -->
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'''Note:''' Strength and Fighting are both considered "Skills" in the game.<br>
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'''Note:''' Sparring with a waster will increase your character at 80% Fighting and 20% Strength -- i.e. 80% of the effort will increase Fighting while 20% will boost your Strength
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* '''Q:''' How quickly can daily sparring with a strength focused weapon raise the Strength skill?  Let's say with a [[wooden spoon]] or something.
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* '''A:''' Each attack against a person at 100% effort gives 10 experience distributed between Fighting skill and Strength, according to [[Skill weighting|Skill weight]], and also reduced by [[Tiredness]].<br> For example, using a spoon is 30% skill weight.  So, if you attacked at 100% only when you weren't tired, then you would get 7xp to Strength per hit.<br> If you spawned at the lowest (1000xp) then it would take about 1290 (give or take) hits to get to a maximum of 10000xp.
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* '''Q:''' How does hunting contribute to increasing a character's Strength?
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* '''A:''' You get 2xp per hunt (using 100% effort).  The gain there is not affected by [[Skill weighting|Skill weight]] or [[Tiredness]].
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* '''Q:''' How long does it take to recover from [[Tiredness]]?
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* '''A:''' At 100% effort, each sparring or attack attempt costs 15% energy, and is cumulative for each attack (i.e. you will be 30% tired after two successive attacks, 45% after three and so on).  Your character will recuperate about 5% per Cantr hour (remember, each Cantr hour = 3 [[:category:Fiction|Earth]] hours) or about 40% per day ''automatically'', without utilizing [[:category:resting furniture|resting furniture]].  If you were practicing Fighting and used the best resting furniture ([[swimming pool]], which restores 21% per hour for 168 per day), then ten full attacks would yield about 70xp per day.
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* '''Q:''' How does all this Fighting & Strength levelling compare to daily skill-building through normal projects on other skills?
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* '''A:''' 32xp a day for normal skills...
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--[[User:Shaudawn|Shaudawn]] ([[User talk:Shaudawn|talk]]) 22:52, 27 September 2021 (UTC)

Latest revision as of 17:33, 11 May 2022

What about Mental Strength or something like that?

No, won't be implemented ... different kind of game :)

--Jos Elkink 07:26, 24 Jul 2005 (EDT)


I see that most of skills like burying, digging, etc. are already implemented? It is right? I noticed it in the game also when burying bodies.

- KeVes

Correct. (Only for newly started projects, though)

--Jos Elkink 07:26, 24 Jul 2005 (EDT)



What about when you look to see your skill level and you get the message "He is working on "_______" project? If it doesn't say "skillfully" or any of the other levels, doesn't that mean you are average at that skill? - Dudefer16

  • I believe that happens when no skills apply to the project. In the future, please ask before making edits of this kind, and also please sign your comments. Sho 14:51, 5 Feb 2006 (EST)
  • Sho is correct in this case - Absence of skill description indicates no specific skill is used for that particular project - All characters work at the same rates --Chris Johnson 08:55, 6 Feb 2006 (EST)
    • Is strength for just fighting in general, like makes you stronger in both things but not as much individually as hunting and fighting skills? User: Joshuamonkey
      • Physical strength affects both hunting and fighting, and also determines dragging ability and resistance. I believe (not sure, though) that physical strength is the only skill that affects combat or hunting damage.Sho 00:18, 10 Feb 2006 (EST)
      • Physical strength AND Fighting or Hunting skill are the only skills which affect combat or hunting damage. --Chris Johnson 11:58, 10 Feb 2006 (EST)


Repairing (separate for tools and weapons) is missing, right? Just asking before I add it. Also, the gathering skills are a mess, so I might perhaps put in notes in farming/collecting/digging/mining and say that? Will also add where skills are noted. Hellzon 06:42, 26 Mar 2006 (EST)

Add a section for projects without skill? Ceselb 07:07, 9 January 2007 (EST)

Is there any information on how health/damage affect your skills? Are fighting and hunting the only ones affected? Kaimera 8:50, 5 January 2009 (PST).

No Expert Newspawns

Whatever the highest skill level or label is, no one should spawn with the highest skill level. We should require effort to reach this so that it's more meaningful.

Implementation-wise, the max level should be the highest point at which the skill still says "skillful" and not "expert".

Principles

Accumulative gain: There is long-term progress over time. Strategy: There is advantage to creative or purposeful strategy to reach goals.

from: Cantr Trello [1]

--Shaudawn (talk) 21:26, 1 August 2021 (UTC)

Implementation

Starting 2021-10-16, new characters no longer spawn with expert skills (skillful at best).

--Shaudawn (talk)

Notes on Skills

  • Each skill is a value between 0 (minimum) and 10000 (maximum).
  • There are no "jumps" in skills. Each skill progresses as they are practiced.
  • The player will see their skill reflected vaguely as awkward, novice, efficient, skilled, or expert.
    But changing between these isn't a jump in skill. (e.g. You just completed baking your umpteenth batch of cookies when you notice that you have gone from "efficient" to "skilled" in Cooking. That means somewhere along the way, your skill passed 6000...maybe from 5999 up to 6001.)
    • awkward: 0 to 2000
    • novice: 2000 to 4000
    • efficient: 4000 to 6000
    • skilled: 6000 to 8000
    • expert: 8000 to 10000
  • Newly created characters (a.k.a. "newspawns") will eventually be capped to start below 8000 in every skill (not yet implemented as of September 2021, but it's comin' It's here. All newspawns are capped.).

The Strength Attribute and Fighting Skill as an Example

Note: Strength and Fighting are both considered "Skills" in the game.
Note: Sparring with a waster will increase your character at 80% Fighting and 20% Strength -- i.e. 80% of the effort will increase Fighting while 20% will boost your Strength

  • Q: How quickly can daily sparring with a strength focused weapon raise the Strength skill? Let's say with a wooden spoon or something.
  • A: Each attack against a person at 100% effort gives 10 experience distributed between Fighting skill and Strength, according to Skill weight, and also reduced by Tiredness.
    For example, using a spoon is 30% skill weight. So, if you attacked at 100% only when you weren't tired, then you would get 7xp to Strength per hit.
    If you spawned at the lowest (1000xp) then it would take about 1290 (give or take) hits to get to a maximum of 10000xp.
  • Q: How does hunting contribute to increasing a character's Strength?
  • A: You get 2xp per hunt (using 100% effort). The gain there is not affected by Skill weight or Tiredness.
  • Q: How long does it take to recover from Tiredness?
  • A: At 100% effort, each sparring or attack attempt costs 15% energy, and is cumulative for each attack (i.e. you will be 30% tired after two successive attacks, 45% after three and so on). Your character will recuperate about 5% per Cantr hour (remember, each Cantr hour = 3 Earth hours) or about 40% per day automatically, without utilizing resting furniture. If you were practicing Fighting and used the best resting furniture (swimming pool, which restores 21% per hour for 168 per day), then ten full attacks would yield about 70xp per day.
  • Q: How does all this Fighting & Strength levelling compare to daily skill-building through normal projects on other skills?
  • A: 32xp a day for normal skills...

--Shaudawn (talk) 22:52, 27 September 2021 (UTC)