DISCLAMER: I was going to post this as a comment on this thread (https://mortalonline2.com/forums/threads/suggestions-for-skill-progression-in-mo2.495/) but I felt for as long as my post became it might be better as its own thread.
I think the way skills are in the game now (0-100) will always lead to someone macroing because the way gamers work now is get to the end game as fast as possible and in this game's case its macroing. No form of increasing how fast you get skills or how little the difference is from 0-100 becomes will change the fact that most competitive people will macro their skills to get them to 100 as fast as possible, because why be at a disadvantage to someone.
I think that progression is paramount for an MMORPG, but most games don't make it fun/immersive, its mostly tedious and grueling. I don't know if there is a way to make it fun for everyone, but my friends and I have thought up of a way to make it a little less boring and hopefully more immersive.
This suggestion will pretty drastically change how skills are obtained.
I suggest skills should not be able to be leveled through repetitive tasks...ie spurting yourself in the face (or even thunderlashing), crafting a bunch of spongewood weapons, running back and forth for hours, etc. The only way to level these skills is through going through a 'quest line' of sorts. What these 'quests' would entail would be tasks related to the skill you are trying to advance.
Example: Athletics & Breathing Technique
Say every new player starts in the game in the starter zone and the first npc they interact with (there needs to be something basically compelling them to talk to this npc) is a courier. The courier tells you to go run around a track or go deliver some notes or some other task to get you running and then return to him. When you complete this your skill in Athletics from not existing to 33 points. The courier then gives you a hint on where to go to advance your skill further, maybe he learned his breathing techniques in Vadda and says his trainer was there, this will also show the breathing technique skill in your skill tree but it will be 0. This gives you the next step to increase your skill. You then go to Vadda and talk to the courier's trainer and he gives you another task to do more running and after you complete his task you increase to 66 in Athletics and 50 in Breathing Technique. This could continue maybe another 1 to 3 times around various parts of the map until you hit 100 in the skill.
I think that the primary (root) skills should be 3-5 step 'quests' taking you from trainer to trainer across the map (within reason) as you increase your skill. All of the secondary (advanced) skills should be 1-3 steps, I would argue 1 step for most just to ease up on the development cost on creating all the tasks. These 'quests' should invite people to travel the world to get comfortable with the map, require you to do something in the world, and pretty quickly advance your character.
I do not think that there should be some random exclamation mark over the npc's name, the players should be informed in the starter zone that you will need to talk to npcs to collect hints on who/where to go to to level up your skills. This echo's how the original Everquest did its questing system, running around 'Hail'-ing all the npcs till one talked to you and gave you a task, though instead of items as rewards it will be skills.
I also do not think that all skills should be given easy hints...the more advanced or more scarce the skills are desired to be the more vague the hints should be. For example necromancy could be hinted at from local villagers saying they've seen undead coming from the jungle, prompting you to explore the jungle for the source of the undead (a necromancer) which would start your 'quest' to learn necromancy.
I know that this may seem like a large undertaking on the developer's part, but I think this would be the most effective way to give a more interactive way of progressing your character and completely rules macros out of the question. I fully acknowledge the fact that this will turn the character development into a somewhat longer task as you will have to travel around a much larger world, but with only one character available to each account I don't think that should be much of a problem.
TLDR:
Skills should not be advanced through repetitive small incremental actions.
Skills should be advanced through NPC dialog/task driven actions.
EDIT: changed primary skills from 1 step to 3-5 steps with incremental gains for each step. This was decided so that the current system for attributes to affect skills can stay in effect and allow people to make interesting builds.
EDIT: After getting some pushback I think a more reasonable system would be to place this system alongside the current system while implementing a diminishing returns effect when performing the same skill over too short of a period of time (limit the effects of macroing). I still think that these tasks should be a faster way to progress your character's skills than just macroing even with the addition of diminishing returns. This should allow the people who want to just go out and explore the world to still level up as they go, as there is nothing forcing them to interact with the NPCs that could give them hits/tasks to advance their skill. Adding this system it allows people who want to progress their character faster a way to do it other than macroing.
I will stress that I think these tasks should give a significant amount (20+) skill points so that it becomes the most efficient way of advancing your skills. My goal is to disincentivise macroing and I haven't heard another alternative as of yet.
I think the way skills are in the game now (0-100) will always lead to someone macroing because the way gamers work now is get to the end game as fast as possible and in this game's case its macroing. No form of increasing how fast you get skills or how little the difference is from 0-100 becomes will change the fact that most competitive people will macro their skills to get them to 100 as fast as possible, because why be at a disadvantage to someone.
I think that progression is paramount for an MMORPG, but most games don't make it fun/immersive, its mostly tedious and grueling. I don't know if there is a way to make it fun for everyone, but my friends and I have thought up of a way to make it a little less boring and hopefully more immersive.
This suggestion will pretty drastically change how skills are obtained.
I suggest skills should not be able to be leveled through repetitive tasks...ie spurting yourself in the face (or even thunderlashing), crafting a bunch of spongewood weapons, running back and forth for hours, etc. The only way to level these skills is through going through a 'quest line' of sorts. What these 'quests' would entail would be tasks related to the skill you are trying to advance.
Example: Athletics & Breathing Technique
Say every new player starts in the game in the starter zone and the first npc they interact with (there needs to be something basically compelling them to talk to this npc) is a courier. The courier tells you to go run around a track or go deliver some notes or some other task to get you running and then return to him. When you complete this your skill in Athletics from not existing to 33 points. The courier then gives you a hint on where to go to advance your skill further, maybe he learned his breathing techniques in Vadda and says his trainer was there, this will also show the breathing technique skill in your skill tree but it will be 0. This gives you the next step to increase your skill. You then go to Vadda and talk to the courier's trainer and he gives you another task to do more running and after you complete his task you increase to 66 in Athletics and 50 in Breathing Technique. This could continue maybe another 1 to 3 times around various parts of the map until you hit 100 in the skill.
I think that the primary (root) skills should be 3-5 step 'quests' taking you from trainer to trainer across the map (within reason) as you increase your skill. All of the secondary (advanced) skills should be 1-3 steps, I would argue 1 step for most just to ease up on the development cost on creating all the tasks. These 'quests' should invite people to travel the world to get comfortable with the map, require you to do something in the world, and pretty quickly advance your character.
I do not think that there should be some random exclamation mark over the npc's name, the players should be informed in the starter zone that you will need to talk to npcs to collect hints on who/where to go to to level up your skills. This echo's how the original Everquest did its questing system, running around 'Hail'-ing all the npcs till one talked to you and gave you a task, though instead of items as rewards it will be skills.
I also do not think that all skills should be given easy hints...the more advanced or more scarce the skills are desired to be the more vague the hints should be. For example necromancy could be hinted at from local villagers saying they've seen undead coming from the jungle, prompting you to explore the jungle for the source of the undead (a necromancer) which would start your 'quest' to learn necromancy.
I know that this may seem like a large undertaking on the developer's part, but I think this would be the most effective way to give a more interactive way of progressing your character and completely rules macros out of the question. I fully acknowledge the fact that this will turn the character development into a somewhat longer task as you will have to travel around a much larger world, but with only one character available to each account I don't think that should be much of a problem.
TLDR:
Skills should not be advanced through repetitive small incremental actions.
Skills should be advanced through NPC dialog/task driven actions.
EDIT: changed primary skills from 1 step to 3-5 steps with incremental gains for each step. This was decided so that the current system for attributes to affect skills can stay in effect and allow people to make interesting builds.
EDIT: After getting some pushback I think a more reasonable system would be to place this system alongside the current system while implementing a diminishing returns effect when performing the same skill over too short of a period of time (limit the effects of macroing). I still think that these tasks should be a faster way to progress your character's skills than just macroing even with the addition of diminishing returns. This should allow the people who want to just go out and explore the world to still level up as they go, as there is nothing forcing them to interact with the NPCs that could give them hits/tasks to advance their skill. Adding this system it allows people who want to progress their character faster a way to do it other than macroing.
I will stress that I think these tasks should give a significant amount (20+) skill points so that it becomes the most efficient way of advancing your skills. My goal is to disincentivise macroing and I haven't heard another alternative as of yet.
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