Oh noes! It's him again with some - not so - new crazy idea!
Yea bois, skill cap.
Simply put. Skill cap limits the amount of skills a player can have. A very known concept used in every game now and then, including Ultima Online and Star Wars Galaxies.
UO, for instance, had a 700 skill cap while having more than 50 skills - 55 iirc. So you could master 7 out of 55 skills. A good chance to specialize in a role and be rewarded/recognised for it.
Right now, everyone can max all skills, ruining the economy and teamwork potential, since everyone can create his own gear, food, houses, etc. Pretty much, every player, including myself, is a self-sufficient lone wolf. The only reason to tag along with other players is to zerg/siege/defend/attack.
The Stats were a good start to add a "class/role" feel into the game, but something deeper is needed to create immersion, socialization and market/economy demands.
Nobody will ever buy wood from other player when he can chop 20 trees down by himself. Now, a full warrior with a limited choice of skills would definetely be in need of assistance to gather some timber and other materials/items.
The same principle applies even to full crafters who might need charcoal/iron from miners or leather from hunters. After all, it's dangerous to go alone out there to hunt and mine in red zones being a crafter with no/low combat skills.
Lets remind some points about the actual skill system that we know so far before we start:
- There are 12 crafting skills (including Gather, Survival and the recently added, Taming) and 9 combat skills.
- Farming, Lumberjacking and Mining caps at 40 points.
- Gather caps at 20 points.
- Survival caps at 10 points.
- Combat moves unlocks at 15 and 25
- Armor (light/heavy) and Shield Mastery moves unlocks at 20.
NOW... the idea - 450 skill cap
To prevent players to be self-sufficient and promote cooperation and commerce between them, I suggest the following changes:
- 450 skill points cap.
This should be more than enough and would work just fine.
It would allow one to have at least 9 maxed out skills out 21 skills existing in the game; one could be a full crafter, a full fighter or a hybrid. Also, one player could invest only 15-25 points in a skill to unlock a move or specialize in creating specific items at lower skill levels.
- There should be an option to lock, increase or decrease skills, in a similar way to Stats, but only taking skill points in consideration, not XP points.
- [OPTIONAL] Inteligence stat should influence skill cap.
-/+10 points of skill cap to every 1 point in Inteligence below/above 5, A Inteligence 13 guy could essentially have 530 skill points (10 skills at 50 plus one at 30) while an Inteligence 1 dumb warrior would only have 370 points (7 skills at 50 plus one at 20).
These changes, imo, have the potential to create a desirable balance and sense of purpose and role as it would require more thought and planning from players about what they want to do and who they want to be in the game.
A guy with only a few crafting skills will have to choose very wisely what to level up. Therefore, full crafters would have a lot of space to shine, but having no combat skills/combat Stats means that they would be in need of escort, protection and assistance from other fighter players to gather/defend themselves.
That's it for now. Please share your thoughts.