cataclysmbnteam / Cataclysm-BN

Cataclysm: Bright Nights, A fork/variant of Cataclysm:DDA by CleverRaven.
https://docs.cataclysmbn.org
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Leveling skills without crafting #5301

Open RoyalFox2140 opened 1 week ago

RoyalFox2140 commented 1 week ago

Is your feature request related to a problem? Please describe.

As pointed out recently in other places, some (me) might say our focus system is horribly out of whack, and a way to improve our skill learning is to incentivize users to interact with their game world.

How? A lot of ways.

Describe the solution you'd like

First Aid: Make it so you actually gain a lot of xp from healing yourself. Less on crafting makeshift bandages in 9 seconds.

Survival: It should go up to 6 from foraging bushes, and at least to level 3 from fruit/nut trees and bushes.

Fabrication: Furniture should train at an appreciable rate. It's way too slow.

Electronics: Actually call for electronics skill when disassembling specific furnitures. How? That's gonna be FUN to set up. Maybe deconstruct furniture needs to automatically check for skill requirements on the construct recipe so that it can properly reward you with xp.

Mechanics: Same as fabrication but with cars, make it so you can reasonable learn to work on cars by just... working on cars. The books and recipes should be the secondary method.

Tailoring: I mean unless we encourage clothing repair and patching by changing failure chances this remains a craft only. I don't mind adding xp on disassembling and cutting up clothes and lowering fail rates on repair.

Computers: This is book only because failing hacks is somewhat of a one time thing, you either summon enemies and / or get locked out of a terminal. You should be able to learn computers by using one, low levels from downloading software and doing joy activities on the laptop and phone, higher by us doing more with 3D printing and coding software for use in items or vehicles.

Trapping: Place more traps around that aren't landmines and shotgun traps, encourage the player to ACTUALLY trap by spawning animal corpses inside your snares and bear traps.

Additional context

No response

### Tasks
- [ ] Survival being trained from foraging berries, nuts, and higher level from bushes.
- [ ] Furniture being faster to train skills and deconstruction training relative to the construction skill levels.
- [ ] Train mechanics by working on cars, without ever reading a book or crafting an item.
- [ ] Tailoring xp gains from salvaging clothes, possibly encourage repair and modification at low levels.
- [ ] Train Computers passively by using laptops and smartphones.
- [ ] Make trapping as a skill not suck. Add non-fatal traps that players can disarm without instant death.
scorpion451 commented 1 week ago

As a player from way back in the day, I'll note that there was a time when a lot of these things trained skills faster and to higher levels, until it was decided that learning by experience was unrealistic.

A suggestion I'd put along with this is for books to act like a skill buff, representing the character using the book as a reference while they practice the skill. (Just reading the book could still be an option, but less efficient than practicing with the book)

Say, my character has 3 fabrication and I have a book for fabrication that goes to 6. With the book as reference, I have +1 Fabrication (but only up to 6, the rank of the book), meaning I can craft things farther outside my usual range for a boosted learning rate. (Costs like a higher failure rate than a "real" 4 Fabrication might be fair.)

This could be extended to other skill uses as well- a mechanics book might apply to vehicle construction/repair prerequisites, computer books to slower-paced hacking like computer consoles, survival books to gathering results, and so on.

chaosvolt commented 1 week ago

until it was decided that learning by experience was unrealistic.

Why am I not surprised. XD

I've seen the idea of skill books being used as multipliers before, we could potentially do that in the future, but since we might end up de-facto eliminate book-grinding as a consequence (a common suggestion has been to make books serve as a skill multiplier instead of a direct source of EXP) we'll definitely want to make sure skills get good and fleshed out in terms of EXP sources first.

Making the EXP gain for relevant activities consistent relative to crafting and/or reading I figure is the best starting place for this.