This thread is dense with (good) ideas. As a whole, I think this is the best re-imagining of the skill system that I’ve heard. Let me spend my post on looking at the “aggregate” mechanics we’re talking about.
Note: Keep in mind that the skills we are talking about are very different. If computers is your usual mental model for skill growth, please switch to cooking or dodging to rethink things, and vice versa.
Rust and Exponential Difficulty:
Currently, skill growth from “grinding” is pretty linear. I need to assemble a flashlight like 10 times to get from 2-3 and like 50 to get from 9-10, but honestly, it’s not like the exponential system proposed. Currently, we balance that growth by using rust. It boils down to a rate problem. Since rust takes away more of my gains at higher levels, it makes advancing a skill to a high level a little more exponential. The rust mechanic seems to have the desired effect in skills like cooking. If I cook enough meet to live without ever grinding a stockpile, I usually max out between level 6 and 8. At that point skill rust totally negates any advancement. The current system also has a pretty insane rate of skill rust (which has been critiqued previously in this thread), which I also feel is a weakness, but it needs to be high in the current system to make the overall skill gain more exponential.
The rust mechanic is defeated by grinding a skill in a fast burst, and the current system rewards that behavior. With some skill-specific exceptions, this is generally backwards. Long periods of casual experience make the basics of that skill second nature. Short bursts don’t really establish the long term memory or muscle memory associated with mastery. Rust also rewards keeping a book (or some kind of gear) related to each skill type to practice like once a day. As annoying as it sounds, I’ve heard of other doing that, and the system rewards it. I have caught myself carrying around a sock to practice sewing on or throwing a rock occasionally to keep my skills up. We probably don’t want to really reward players for this kind of OCD behavior. Are we sure we need rust at all? At in-game time scales, skill rust would probably be a minor effect anyway. What behavior are we trying to encourage with rust? If we’re trying to punish players for a “burst of skill practice” that never gets used in the future, is there a different way to accomplish this?
Focus:
Focus is another in-game mechanic designed to indirectly limit skill growth. Morale acts like a thermostat for focus, and focus is a linear scaling factor on how effective practice is, with some added complexity on how fast focus drops. Focus makes intuitive sense when we’re talking about 6 second activities - the “micro” scale, if you will. We’ve all had the experience that we can work better and faster if we’re happy and focused. Currently, if you haven’t practiced anything for an hour or so, your focus will be at the “set point” (depending on morale). After practicing a skill, sometimes for only a few minutes, it will drop and make any activity ineffective, even if it is a change of pace from what you are grinding. Focus is the currency that is spent to improve any and all skills. When looking at the macro-scale of 10,000 hours of practice, focus as it is currently implemented is a little less intuitive and a little too dynamic. At the macro scale, our ability to learn is more a characteristic of who we are and how we learn than it is about momentary mood swings. Those little swings get averaged out.
Several alternatives to limit skill growth have been mentioned: knowledge level / inspiration in a skill area, acquiring items required for practicing a certain skill, diminishing returns on a repetitive type of practice, and others. That is not to mention reshaping skill levels to an exponential system grounded at the macro-scale; that limits skill growth directly. The advantage to what is being proposed is that it is granular to the individual skill and can be tuned independently. Any of these ideas are probably better than focus, and I’d vote to remove focus completely. Morale can stay and be repurposed a little. Just food for thought. What is focus accomplishing that can’t be accomplished by a more realistic, macro-scale mechanism? Also, I have the experience all the time that when I’m tired of one activity, a change of pace lets me keep learning. That’s why school classes are broken up into small chunks. The current focus system says that after your 8 AM history class, you can’t benefit from Math or Phys. Ed. for the rest of the day.
Practice activities:
The details of this are the sticking point. The underlying mechanic needs to be simple enough for players to understand. The application of this mechanic to specific skills needs the flexibility to capture growth in that area meaningfully. Let me try to distill down the system described in this thread:
[ol][li]practice will be a separate menu like crafting. You specify a skill to practice and an amount of time to practice. I would vote only having 1 entry per skill, but I could see it working to have sub-components within a skill like martial arts to improve different components of that skill (like Kevin’s example of dodging).[/li]
[li]the amount of practice points needed to reach the next level will increase exponentially and (probably) be the same for all skills.[/li]
[li]the effectiveness of the practice needs to be scaled up or down depending on some parameter… let’s call it quality here. I like Miloch’s idea of quality (“skill knowledge” in his post) being a scaling factor of how well you learn. I can think of a couple of nice implementations of this. For example, by default, practice quality could be level 1 or 2. This represents my natural ability to know what I should practice. Reading the right book, gaining some insight from real-world experience, or having good training equipment could increase your practice quality. A book could be a permenant bonus up to a specific quality number (like 3 for a beginner’s guide, 6 for a manual, etc.). Inspiration might be a temporary relative increase of 1 level. Equipment, if it is furniture, could be a location-dependent bonus. If you needed 100 hours to level up from 4 to 5, having a quality of 4 would mean you actually need the full 100 hours. A quality of 5 (from reading a book) might mean that each hour counts as 5/4 hours of practice, meaning we need just over 83 hours to level up. An additional +1 from equipment might give us a 6/4 multiplier for 66.6 hours.[/li]
[li]the practice menu could have the equivalent of crafting “ingredients” that give bonuses or penalties to practice. For example, a butter knife might work for knife training, but not as well as a combat knife. This dovetails with the quality mechanic and can be simply shown on a single menu.[/li]
[li]real world practice needs to be scaled as well. Skill increase from practice could be scaled based on the difficulty of the skill used. If I’m at level 4, crafting a lvl 1 flashlight would not be as good as crafting a lvl 4 item. Skill from killing enemies could be scaled based on their level, or some parameter calculated from their damage, HP, and speed. Reading some books could directly give skills while independently increasing knowledge. The important point is that all we need is an activity specific coefficient to balance real-world skill gain. Killing a zombie at lvl 1 could be as good as an hour of practice, but only 10 minutes at skill level 5.[/li]
[li]Morale can also influence skill gain (or even block out practicing when low). I see no need for focus anymore.[/li]
[li]Skill rust will be removed from base skill level. It could be either moved to its own modifier or removed all together.[/li][/ol]
Final Thoughts:
I’m most concerned about how a new mechanic rewards gameplay behavior. For example, if automated practice is less effective than grinding flashlights, the system would still encourage players to cut and paste “(fY-1” over and over again. I’m also hoping this change will bring new life to books. Right now they aren’t worth reading; it’s faster to grind for almost all skills. Reading books (only once or twice) as a way to permanently increase practice quality is suddenly awesome if it reduces my practice time by more than the time it takes to read everything. If done well, CataDDA will not only have a better skill system, but it can also ditch some of the legacy ideas that have resulted in annoying playstyles.