[quote=“docarrol, post:80, topic:736”]Sounds like it’s really coming along; good work
Just out of curiosity, how does your combat effectiveness increase as you level up your combat skill?
A flat, linear increase?
Exponential? - Even at small powers, it still will grow just too quickly in the long run
Polynomial? - If you don’t want a strictly increasing curve
Logarithmic? - Continues to increase, but at progressively slower and slower rates, approaching a max upper bound
Sigmoid? - Interesting for some applications, the ‘S’ curve grows slowly at the beginning and end, and rapidly in the middle, also with a max upper bound
Personally, I usually find strictly linear progression a little boring, and tends to lead to grinding. Unbounded increases at the top end are always difficult to balance: you’d need new or leveled up enemies to provide a challenge, or else everything becomes too easy over time. Personally, I like the ones that allow for continued growth but with diminishing returns. Sigmoid is fun for natural growth stuff, but can be a little fiddly to fine tune the shape of the progression curve.
I had an idea for a ‘search’ or ‘forage’ skill, when looking for stuff in the forest, beach, farms, or wherever; Make it easier to find stuff and/or increase the amount of stuff when you do find it. I thinking I’d have the bonuses would grow logarithmically, while the skill would increase linearly as you use it.
(possibly have two buttons: one for foraging one for exploring/looking for a fight? - you might find a fight while foraging, but at a lower rate, and you wouldn’t ever stumble into/out of the the zone of the forest you’re in; but if you were exploring/looking for trouble, you might find a fight, or nothing, or one of the other zones, but wouldn’t ever pick something off the ground, or at lease very rarely: trade-offs. Actually, what I’d really like to see is the ability to pick what you want to forage for, or what monster you want to hunt. But since we’re limited to a small set of buttons, that’d be really awkward and excessively limited. Too bad there’s no provision for text input, or a drop down menu or something.)[/quote]
Right now i have it so that training the combat skill is minorly logarithmic because of how powerful the stat is.
I think what might work better for that would be a toggle able mode somewhere. You could set it to “forage” or “hunt” and basically i alter the likelihood of certain events activating. That would be the least invasive way of implementing that (from a user experience angle)