Skill Progression Discourse: Time Spent vs Reward
Posted: Thu Jul 11, 2024 9:57 pm
On discord this evening, I posed a random thought I had about skill gains - more specifically, an additional way to gain dodge and parry (yes, yes, I know. I forgot it was tied to the weapon skill itself) - when it was brought up that the suggestions idly posed could possibly speed up progression faster than intended. So this got me thinking; What is the intended skill progression for the average player? Five points a day? Ten? Twenty five? Sure, the reality of this will change from person to person and time spent grinding vs roleplaying, but I think most of us largely have an idea of where they'll be "comfortable" with their character's progression and want to get there as quickly as we can, whether it's to accommodate their backstory or put them in a comfortable spot for their current roleplay.
As a matter of reference, my Cogg character was level 80 after a year. He largely had middling skills, with some at the 400 max, and one or two above that. But I largely felt comfortable where I wanted him around the eighth month mark. He was in a good spot to tackle, with an abundance of caution, some dangerous mobs, but with a group, he could still handle himself pretty well at the highest tiers. Now, this is an apples to oranges kind of comparison, I know, but it helps make a point. Was that progression faster than the developers intended? On par? Well below? How does this relate to Clok's progression? What would the developer's like to see for the average character at the six month mark? A year? How does this relate to player perceptions and what they would like to see out of their characters in those same time frames?
I know we're in "Alpha" phase and Rias has a metric ton of things on his plate already, but I figured this would be a good way for both him, and us, to have an effective communication about what is "expected" to be doable and also help us as players identify out of the ordinary skill growth (either for the positive or negative) with more ease. And with abilities trickling their way back in, I'm sure this conversation will be largely superfluous in time, but at the moment, to quote someone from Discord ... "Playing for months and having a skill of xx in a game that goes up to 2500 does not feel great." I have to agree with this sentiment.
The other night I was so fed up with trying to train dodge and firearms that I gave up playing. Aside from a few days this week, I largely haven't even logged on (though when I have, the roleplaying has been phenomenal - I love you guys (you know who you are)). The part the frustrated me so much was that, on the first of the month, I had determined that five points a day would get me steady, easy growth in those two skills. Being the third or the fourth, I opted to backtrain the previous days where the roleplay was too good to leave. In the wee hours of the morning, I hammered out ten points in dodge in firearms ... and it took approximately five hours to do with roughly 3000 riln in medical costs and equipment repair. I tried again a few days later just thinking I was having a bad day (tm) ... I think V still has a 1500 riln debt in Morhollow from that excursion and I don't believe he'd even achieved the 5 points I'd "trained" up. Maybe he did, I don't remember.
All in all, I spend a lot of time while I'm at work playing this game; to enjoy the time spent with everyone in the early hours of my evening and then, as the amount of people logged on dwindles, spend the latter half using the time to skill up. As it stands now, it's disheartening to train at all as it seems more like work and less like a game I can idly play and still have noticeable growth. Not exorbitant growth, but noticeable. To feel like I'm actually making progress.
To reiterate, I know this is still Alpha. And I know, Rias, the you're pouring your heart into the game to get it up to where you, yourself, feel happy with it. I'm not posting this to disparage your hardwork and the time you volunteer for us. Because of that, I dislike posting negative feedback when all the work you do is phenomenal, for our benefit, and free.
As a matter of reference, my Cogg character was level 80 after a year. He largely had middling skills, with some at the 400 max, and one or two above that. But I largely felt comfortable where I wanted him around the eighth month mark. He was in a good spot to tackle, with an abundance of caution, some dangerous mobs, but with a group, he could still handle himself pretty well at the highest tiers. Now, this is an apples to oranges kind of comparison, I know, but it helps make a point. Was that progression faster than the developers intended? On par? Well below? How does this relate to Clok's progression? What would the developer's like to see for the average character at the six month mark? A year? How does this relate to player perceptions and what they would like to see out of their characters in those same time frames?
I know we're in "Alpha" phase and Rias has a metric ton of things on his plate already, but I figured this would be a good way for both him, and us, to have an effective communication about what is "expected" to be doable and also help us as players identify out of the ordinary skill growth (either for the positive or negative) with more ease. And with abilities trickling their way back in, I'm sure this conversation will be largely superfluous in time, but at the moment, to quote someone from Discord ... "Playing for months and having a skill of xx in a game that goes up to 2500 does not feel great." I have to agree with this sentiment.
The other night I was so fed up with trying to train dodge and firearms that I gave up playing. Aside from a few days this week, I largely haven't even logged on (though when I have, the roleplaying has been phenomenal - I love you guys (you know who you are)). The part the frustrated me so much was that, on the first of the month, I had determined that five points a day would get me steady, easy growth in those two skills. Being the third or the fourth, I opted to backtrain the previous days where the roleplay was too good to leave. In the wee hours of the morning, I hammered out ten points in dodge in firearms ... and it took approximately five hours to do with roughly 3000 riln in medical costs and equipment repair. I tried again a few days later just thinking I was having a bad day (tm) ... I think V still has a 1500 riln debt in Morhollow from that excursion and I don't believe he'd even achieved the 5 points I'd "trained" up. Maybe he did, I don't remember.
All in all, I spend a lot of time while I'm at work playing this game; to enjoy the time spent with everyone in the early hours of my evening and then, as the amount of people logged on dwindles, spend the latter half using the time to skill up. As it stands now, it's disheartening to train at all as it seems more like work and less like a game I can idly play and still have noticeable growth. Not exorbitant growth, but noticeable. To feel like I'm actually making progress.
To reiterate, I know this is still Alpha. And I know, Rias, the you're pouring your heart into the game to get it up to where you, yourself, feel happy with it. I'm not posting this to disparage your hardwork and the time you volunteer for us. Because of that, I dislike posting negative feedback when all the work you do is phenomenal, for our benefit, and free.