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Author Topic: Coopers  (Read 11218 times)

Particleman

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Re: Coopers
« Reply #45 on: March 07, 2010, 01:30:16 am »

The evolution of this thread is typical, the OP proposes some rather modest complexity incresse (Splitting a Cooper skill off of Carpentry) and people object or support it for legitimate reasons but quickly other people start throwing around additions that inflate the complexity.

Ever heard the phrase "slippery slope?"
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G-Flex

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Re: Coopers
« Reply #46 on: March 07, 2010, 02:59:48 am »

It's not so much a slippery slope as it is generalization.

Adding a single "cooper" skill seems relatively simple, but doesn't make sense, because it doesn't fit well with the current system (a bit too specific), and because the same logic could apply to all kinds of other professions as well. So people recommend things to satisfy the conditions required to make it work. This isn't a "slippery slope"; it's the logical progression of an idea from an initial assessment to a workable solution.


The thing is, I don't think interface or user friendliness are high priorities for Toady in the least.

Then that's the problem, and will continue to be the problem regardless of the status of suggestions like this. We all know that this is a complex game that will continue to grow in complexity, and the solution isn't to prevent new features simply because the UI is bad, the solution is to bug Toady to rework the UI when the game grows too complex for the current one to be sustainable. He seems to be heeding such advice more these days, and we can be fairly certain that interface developments will occur.

Hell, look at what he's done with attributes: Those got more complex, and as a result they're being split into organized groups for the purpose of user-friendliness.
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Re: Coopers
« Reply #47 on: March 07, 2010, 10:34:54 am »

Everything will ideally be modifiable in the end so if you don't like subskills you can just move everything you can do with the skill into the same category, making it the way it is now.

Hopefully the system will be robust enough to tune individual synergies. For example, you could mod it so making a barrel gives no XP for anything else while making a table gives you equal skill for chair-making and half the XP to cabinets up until it reaches rank 4 or whatever. Changing whether making a rock chair gives you XP in making wooden chairs is also important. Synergies between metalsmithing skills might be handled with proficiency with the metal itself, allowing greater than normal skill in it if cross-trained in other fields. Makes it every bit as complex as the players themselves want it
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The Bismuth

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Re: Coopers
« Reply #48 on: March 07, 2010, 11:10:49 am »

Implementing overlapping / subskills will certainly add a lot of flexibility for those who enjoy modding. Eventually they will find a level of detail that works for them.

I think it is worthwhile discussing what should be in the vanilla as well. That way newcomers (and those who think modding is more faff than it's worth) should find a playable, well-balanced game. I would say that NW_Kohaku's comments are on the button in that regard.
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NW_Kohaku

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Re: Coopers
« Reply #49 on: March 07, 2010, 12:42:01 pm »

Allright, since I'm apparently not distinguishing who I am talking to enough...

Quote from: Loyal
longish post

Only the early part of that post you were responding to was actually talking about what you had proposed, as I was splitting my attention between what you had proposed and what Silverionmox had proposed, and I had more disagreement with what Silverionmox had proposed than with what you had.

I had assumed "containers" referred to boxes/coffers/chests/bags, because that is what DF means when it uses the term "containers".

I'll respond to the interface in the next part, collectively.

What you were proposing, with a more minor sub-skill system, while I am less opposed to it, I still think would be better served with at most, simply using a "perk" system, where a single notable benefit is available for the player to see for a "specialization", rather than simply making you have multiple bar graphs of experience points that will likely do little to influence your decisions, anyway.

That is, if you have a carpenter who has legendary+5 carpentry skill because you shut him up in his workshop producing bins, barrels, and occasionally beds from here to the day he dies of old age, then does making him "Legendarier" in making barrels really net you much?  If you wanted, for some odd reason, a wooden table, and wanted it high quality would you want anyone else making it if you had no other seriously trained carpenter?  If it doesn't make any impact on your decisions, then it's just extra little pretty bar graphs, unless someone really wanted to pump out a ton of tables and chairs and bracelets because he's gotta catch 'em all wants be the next Morul, and have every single bar graph filled out.

Then that's the problem, and will continue to be the problem regardless of the status of suggestions like this. We all know that this is a complex game that will continue to grow in complexity, and the solution isn't to prevent new features simply because the UI is bad, the solution is to bug Toady to rework the UI when the game grows too complex for the current one to be sustainable. He seems to be heeding such advice more these days, and we can be fairly certain that interface developments will occur.

Hell, look at what he's done with attributes: Those got more complex, and as a result they're being split into organized groups for the purpose of user-friendliness.

The first step, then, should be to ensure that such an interface would come before assuming it. 

This, however, is only addressing one half of my problem with the proposals.  The other half is whether or not that information actually helps the player.  There is such a thing as data overflow.  Just play a Koei game, you pretty much play by spreadsheets, and the trick of the game is simply knowing which bits of data are actually worth reading. 

I would allude to an aircraft cockpit, but I think, rather a car is a better metaphor.  If your car had information on how long your tires had been driven, the viscosity of the lubricant in your engine, the windshield washer fluid levels, and a few dozen other things thrown onto the dashboard, would you really be reading all those things when you were driving?  For that matter, do you even look at all the instruments now, or do you mostly watch the road, and occasionally glance at the speedometer, without worrying about the RPMs, and only checking your fuel if it is a convenient time or your engine heat if you think it might be a problem?

This leads me onto my next argument...

The evolution of this thread is typical, the OP proposes some rather modest complexity incresse (Splitting a Cooper skill off of Carpentry) and people object or support it for legitimate reasons but quickly other people start throwing around additions that inflate the complexity.  Different additions inflate in different directions and are not in and of themselves that bad, but quickly they seem to all get mashed together into some giant Frankenstein of an idea with exponential complexity and people start running with a debate on the pro's and con's of this giant new system with the complexity lovers embellishing it along the way and the complexity hates doing the same for straw-man purposes.  Eventually the whole thread is derailed. I'm as much to blame as anyone else though  :-[

I am not opposed to "Complexity" per se.  I am not even opposed to "Realism" per se.  I would like to see complexity and realism in ways that make the game behave in ways where Dwarf AI was not "stupid" or "suicidal", forcing players to use exploits like zoning walls to prevent dwarves from walling themselves into closed spaces and starving to death.  The problem is that complexity and realism shouldn't be goals, what matters is (sing along, everyone) what change it makes to the way the player goes about playing the game.  Adding complexity in a way that can only result in either forcing the player to micromanage individual dwarves' workloads so that they have the right kinds of experience in several specific sub-skills is not likely to be making the game any more enjoyable for someone who runs a large fort, and already has too much micromanagement to deal with.  If this is minor, and the player never has to care... then why do this at all?  Complexity is fine IF it lets a player focus on what he wants to focus upon (generally, designing a fortress, or a megaproject, or not getting eaten by ravenous hordes of zombie whales), but not if that complexity is translated into spending your time looking up data in a chart so you can figure out which flavors of experience your dwarves need more of as part of their balanced breakfast workload.

As an aside totally addressing Impaler: This isn't a strawdog argument when I'm actually rebutting what someone else has proposed directly. (Also, isn't waxing philosophical about the reasons why things keep falling apart so that we can argue over that, as well part of the death spiral, too?)

Everything will ideally be modifiable in the end so if you don't like subskills you can just move everything you can do with the skill into the same category, making it the way it is now.

Hopefully the system will be robust enough to tune individual synergies. For example, you could mod it so making a barrel gives no XP for anything else while making a table gives you equal skill for chair-making and half the XP to cabinets up until it reaches rank 4 or whatever. Changing whether making a rock chair gives you XP in making wooden chairs is also important. Synergies between metalsmithing skills might be handled with proficiency with the metal itself, allowing greater than normal skill in it if cross-trained in other fields. Makes it every bit as complex as the players themselves want it

Yes, hopefully, we'll be able to mod everything we want to our own heart's content... but that doesn't mean that people won't, or for that matter, shouldn't argue over what becomes "standard".

It is also, like the interface debate, neither here nor there - you're pinning all your hopes or argument on a hypothetical.
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Impaler[WrG]

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Re: Coopers
« Reply #50 on: March 07, 2010, 02:02:41 pm »

Oh I actually agree sub-skill systems are a terrible idea, I don't even like the 'perks' your suggesting as a compromise.  I'd go no further then splitting carpentry into 4 skills (6 if you include shipwright and wainwright) all of which have historical precedence, I don't even think theirs any need for skill synergy either.

When I refereed to straw-man arguments I was mostly mocking the "walking and running skill" nonsense as this was an obvious straw-man, really a kind of mockery rather then an actual argument.  Splitting a broad category like Carpentry along historically accurate lines doesn't imply that every skill is going to get split into 4 other skills which will overwhelm the player, I've long though several existing skills (Fish Dissector, Animal Dissector) should be eliminated and do agree that the skill list can not grow too much larger.
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Silverionmox

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Re: Coopers
« Reply #51 on: March 08, 2010, 05:41:51 am »

Except, Silverionmox, that IS very complex, given the interface we work with.  Without utilities like Dwarf Therapist, pretty much all you do is set someone to "carpenter", and leave them to build stuff from now until they die or you get tired of a fort.
And how would that be different? Allow "Wood" in column one. Set column 2 to "Any", and Column 3 hase "Any" by default. As a bonus, the colums are short so you don't need to scroll and can see in one glance what's up. And when the time arrives you have a chronic barrel shortage, you snatch one of your carpenters, and set him to barrels only in the third column. (I certainly hope that migration in the future won't force dwarves of a certain profession on you like now, because finding that one again will be difficult if you have 14 woodworkers. On the other hand, there ought to be an overview for the dwarves that allows one to sort or filter them by, among many other things, allowed skills. Also, when the computer selects a dwarf to do a job it's trivially easy for him to find the one with the best skills available in the fortress, if that was important. Or when mandates happen in the privatized economy, for example.)

Tracking "box-making skill" seperately from "carpentry" doesn't make sense, unless you honestly want to make people consider having box-makers who work with any material, just so long as it makes boxes, and focusing on end-product related specialization instead of materials or process related specializations (which, as was pointed out, is actually absurdly unrealistic).
I won't shed a tear if there's no tracking of skill with specific objects. However, I think that a way to restrict the production of dwarves to specific objects is needed... and tying it into a skill and priority system makes it all nice and symmetrical, even if in the vanilla it's unused.

This kind of data flood
It would be much easier than it is now, because it's all in one screen instead of needing to scroll down a fourty-skill list, randomly ordered.

In still small fortresses, you can have some specialization, so you can have dedicated carpenters or dedicated brewers or cooks or even a seperate armorsmith and weaponsmith, instead of just making one guy do "everything metal".  This still doesn't help, though, because you're still making just one guy be the town's only carpenter or bonecarver or whatever.  Specialization does nothing for you then, either, since it's still just one guy who now has to learn a whole mess of different skills.  Maybe you have a couple guys on one thing, though, let's say you have multiple masons, since you need to get rid of stone.  Does it really help you any to make block carving a seperate skill?
As said above, the ability to direct a dwarf to dedicate his labour to specific items is what's the most important. The possibility to have dedicated item skills in the raws is just an extra - one that wouldn't show up on the interface unless asked for, I might stress. Also, for my taste, item skills shouldn't have that kind of an impact anyway: enough to notice that a craftsman you dedicated to bracelets delivers higher quality and some extra quantity, but certainly not enough to cripple or even hamper the game if ignored. See it as a way to show the impact of your decisions.

Then, there's the opposite end: A large fortress.  Let's say you have 150 dwarves.  Are you honestly suggesting you are going to tap "v", and look through 150 dwarves' stats on 30 different metrics to try to puzzle out which of 1000 different combined skills you are actually best suited to using with any one dwarf over any other dwarf?
There ought to be a dwarf filtering and sorting screen for much more than skills and production permissions, obviously; that's an interface issue.

Let's say you want to make a wooden door, when all you've been making are stone doors and wooden barrels.  Are you really, seriously going to consider if this dwarf's masonry-related door making skill is more applicable to this one specific job than the carpenter's wood-working experience?  Are you going to do this for every possible combination of jobs, amongst your several dozen workshops?
The material skill obviously is much more important, as you can see in my examples in the previous post: item skills matter 10%.

Or are you going to just go to your carpenter's workshop, and hit "Make Wood Door" like someone who would rather play the game than worry about whose experience levels are most specialized in one given skill than another, because there's simply no way you can micromanage that much data?
But you don't need to micromanage it all, all the time. You'd just indicate the general categories like now, and specialize a dwarf if there's a need for it.

If it doesn't call for micromanagement, and players don't have to worry about making sure dwarves get training on every possible combination of products, then it is likely to be something that has no real net effect on the player whatsoever, in which case it is just pointless bloat.
It would have enough of a net effect to show that your decisions impact the world, but wouldn't even come close to hindering the economy.

You're trying to sell me on how little complexity it would add to the game, but that's missing the point.  It doesn't matter how little negative there is, because I'm not seeing any positive that would make me want to overlook the negatives.
As suggested, the system does the following:
- job permissions
- material permissions
- job priority
- clean up the interface and give a basic overview of all of those, including the average output quality for a given skill
- hide complexity from players that don't want it

I think that's quite something for three simple colums.
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Sutremaine

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Re: Coopers
« Reply #52 on: March 08, 2010, 09:41:41 am »

Before I start, I would just like to say how funny it is that you're all concentrating on a skill whose products are never worth more than 120 dorfbux. :D

I'm not opposed to the idea of subskills, but I would prefer that the bonuses be passive and limited. For instance, at the moment dwarves who have a similar level of experience in two skills the game considers related get a generic job title (eg. Woodcutter + Carpenter = Woodworker). There's no synergy to be gained from this, I'm just using it because it's already a part of the interface. Under a subskill system, Carpenter would be the generic title, with their specialty noted afterwards in brackets. The bonus given to items falling under that dwarf's specialty skill would be the same as the one currently given for item or material preferences.

This would benefit players who wish to specialise within a general skill, but wouldn't excessively harm generalist players or early forts in which the speed of production is relatively more important.

Or perhaps something like Loyal's skill system could be used, but the synergy effects would start to show only past, say, Proficient. Before that, XP gained in one subskill would transfer more evenly to the others (perhaps indicating basic familiarity with the material and its properties, or, in the case of metals, the basic techniques used to work it?).
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praguepride

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Re: Coopers
« Reply #53 on: March 08, 2010, 12:02:39 pm »

NW_Kohaku just became my new favorite poster for summing up what I tried to say several times:

What's the point?

As he so eleoquently pointed out, the end result would be the exact same. It would (perhaps) add a bit of realism and (perhaps) add more questionable issues.

I think the issue of a guy making metal bins suddenly being able to make a decent sword (because they're both metal) is ludicris.

It may be more realistic to have all these "sub skills" and "synergies" etc. but it's not actually adding anything to the game. Right now the game just abstracts it all into one big group. The systems that have been proposed break it down, but they're still one big group.

Original System: Can you make a decent barrel if you've only ever made beds? Yes.
New System: Can you make a decent barrel if you've only ever made beds? Yes.

So what was the point?
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G-Flex

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Re: Coopers
« Reply #54 on: March 08, 2010, 03:19:37 pm »

Original System: Can you make a decent barrel if you've only ever made beds? Yes.
New System: Can you make a decent barrel if you've only ever made beds? Yes.

That you'll still be significantly better at making beds than barrels. Craftsmen specializing to some degree on one or another sort of item is not a useless goal; it makes perfect sense, is realistic, and adds personality and flavor to the creatures involved.
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NW_Kohaku

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Re: Coopers
« Reply #55 on: March 08, 2010, 09:17:02 pm »

That you'll still be significantly better at making beds than barrels. Craftsmen specializing to some degree on one or another sort of item is not a useless goal; it makes perfect sense, is realistic, and adds personality and flavor to the creatures involved.

Would you?  At the start of training a dwarf, or if you make dwarves swing around between jobs early on because you have few dwarves, you will have little experience, and won't really have significant experience to make a difference, whether it is a specialization or not.  (What's the difference, really, between a dabbling and a novice carpenter?)  When you HAVE trained them up, even if it was dragging up a little slower, you would have the same cap at Legendary +5, where it doesn't much matter which one has more experience, since experience beyond that point only goes towards gaining attributes.  (At least, as the game is now...) As such, it would only be "significantly better" in middle ranges.

Even then, would it really make a difference in terms of decision-making processes on the player's part if the odds of making superior quality furniture (instead of "mere" exceptional work) were 20% or even 30% instead of 10%?  For something that makes a difference of a +20% increase in value?

This is going into extreme detail to give a bonus that, in practice, few people are going to actually need.  You could do effectively the same thing just having a "score card" like a kill count, tallying the amounts of objects every dwarf has crafted, and it would probably give you guys what you seem to want most - a way of seeing that these dwarves have a note that they did more of one thing than another.



And how would that be different? Allow "Wood" in column one. Set column 2 to "Any", and Column 3 hase "Any" by default. As a bonus, the colums are short so you don't need to scroll and can see in one glance what's up. And when the time arrives you have a chronic barrel shortage, you snatch one of your carpenters, and set him to barrels only in the third column. (I certainly hope that migration in the future won't force dwarves of a certain profession on you like now, because finding that one again will be difficult if you have 14 woodworkers. On the other hand, there ought to be an overview for the dwarves that allows one to sort or filter them by, among many other things, allowed skills. Also, when the computer selects a dwarf to do a job it's trivially easy for him to find the one with the best skills available in the fortress, if that was important. Or when mandates happen in the privatized economy, for example.)

I'm sorry, we're relying upon a wildcard search field for our dwarves, now?  Again, get this interface implimented FIRST, then suggest the sort of things that would require that interface.

Regardless, this is, again, just trying to find a way to force more micromanagement on players, who would probably rather just say "you are a carpenter.  Make stuff in the carpentry workshop forever." and be done with it.

Quote
I won't shed a tear if there's no tracking of skill with specific objects. However, I think that a way to restrict the production of dwarves to specific objects is needed... and tying it into a skill and priority system makes it all nice and symmetrical, even if in the vanilla it's unused.

Quote
It would be much easier than it is now, because it's all in one screen instead of needing to scroll down a fourty-skill list, randomly ordered.

Quote
There ought to be a dwarf filtering and sorting screen for much more than skills and production permissions, obviously; that's an interface issue.

Again, this sounds more like an interface suggestion than a skill system suggestion.  They're totally seperate things, and this is a skill system suggestion thread (if one that has ballooned completely out of proportion).

Quote
As said above, the ability to direct a dwarf to dedicate his labour to specific items is what's the most important. The possibility to have dedicated item skills in the raws is just an extra - one that wouldn't show up on the interface unless asked for, I might stress. Also, for my taste, item skills shouldn't have that kind of an impact anyway: enough to notice that a craftsman you dedicated to bracelets delivers higher quality and some extra quantity, but certainly not enough to cripple or even hamper the game if ignored. See it as a way to show the impact of your decisions.

Quote
The material skill obviously is much more important, as you can see in my examples in the previous post: item skills matter 10%.

Quote
But you don't need to micromanage it all, all the time. You'd just indicate the general categories like now, and specialize a dwarf if there's a need for it.

It doesn't matter if you don't micromanage it "all the time"... with potentially hundreds of dwarves, people will have trouble doing anything more than simply setting a single dwarf to "make wood things forever".  In fact, aside from looking for peasants, it's virtually impossible to find a dwarf with no important job in a larger fortress when you need to assign a replacement dwarf to a certain kind of job without using something like Dwarf Therapist.  You can't tell when a Fisherdwarf is a fisherdwarf because you set them to fishing, or because they migrated with that skill before you turned it off, and left them to haul forever without manually looking at all your fisherdwarves.  Even WITH Dwarf Fortress, I still tend to just look at my stocks screen, or my workshops, and manage which dwarves have which hauling jobs to adjust how much time is spent in any given workshop.  To have to mess with worrying about sub-specializations on carpentry in a large fortress AT ALL is more micromanagement than I want, and the amount of data we have NOW is more than I will read.  That's because, like I said before, it doesn't matter.  I just need to know that if I leave my carpenters with personal workshops that have "build bin" "build barrel" "build bin" "build barrel" and "build bed", all on repeat forever, occasionally checking to make sure they didn't cancel due to a lack of wood, they will eventually get better, and that's all I can really do, anyway.

What this skill system proposal does is propose an increase in complexity, which necessarily leads to an increase in data, without proposing a way that the complexity shapes anything being handled for the player, without any improvment in dwarf behavior, and without any way for the player to actually manually shape the actions of dwarves in any way.  (Unless, again, you just want to "complete them all".) It is simply fluff data in a system that already has more data than we really need.

Quote
It would have enough of a net effect to show that your decisions impact the world, but wouldn't even come close to hindering the economy.

I should point back to a "score card" idea as being simpler to impliment, and doing the exact same thing.

Quote
As suggested, the system does the following:
- job permissions
- material permissions
- job priority
- clean up the interface and give a basic overview of all of those, including the average output quality for a given skill
- hide complexity from players that don't want it

I think that's quite something for three simple colums.

- We already have job permissions, that's what the labor screen is.
- Material permissions only really matter in terms of which particular rocks or the like are used, unless you want to have overlapping systems on both the workshops and dwarf labor screen for what jobs are going to be performed.  If it is for determining who uses what specific types of minerals, then you are honestly proposing a rediculous amount of data being put on a screen because now we have to see a chart showing us every single stone on it for every single dwarf that we can individually checkmark or x out.  Even if it was, this is ALL interface proposals.
- Job priority is an ENTIRELY seperate proposal from this one AND interface.
- INTERFACE
- How does adding more complexity hide complexity?  Wouldn't the simple solution be to simply make the thing less complex?  In fact, the real way to hide complexity from players who don't want to view it is to simply let them do what I've been saying all along - let them just put a dwarf on carpentry forever, and never worry about it again.  That exact goal is already achieved with the current system.
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neek

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Re: Coopers
« Reply #56 on: March 08, 2010, 10:39:27 pm »

If this suggestion is given, it's fairly self-evident that to some the idea of the system being good as it stands is a falsehood--some of us want to see something more, but in a usable format. What we need to know what it takes to make the original suggestion (professional subskills) usable.

We need to operate with a few things in mind: We need to take into account the core idea and keep it workable; we need to be able to assess the amount of work required to implement a new system; and we need to figure how the interface will handle this. A, "This idea is impossible because it adds overall complexity" isn't necessary--the idea should reduce complexity to the existing system, or even lower. Any more and we're using an unworkable system. (The existing skill system is pretty bad, but we obviously make do).

So, how do we get subskills without overloading the system?

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NW_Kohaku

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Re: Coopers
« Reply #57 on: March 08, 2010, 11:02:56 pm »

If this suggestion is given, it's fairly self-evident that to some the idea of the system being good as it stands is a falsehood--some of us want to see something more, but in a usable format. What we need to know what it takes to make the original suggestion (professional subskills) usable.

We need to operate with a few things in mind: We need to take into account the core idea and keep it workable; we need to be able to assess the amount of work required to implement a new system; and we need to figure how the interface will handle this. A, "This idea is impossible because it adds overall complexity" isn't necessary--the idea should reduce complexity to the existing system, or even lower. Any more and we're using an unworkable system. (The existing skill system is pretty bad, but we obviously make do).

So, how do we get subskills without overloading the system?

Actually, the original post of this thread said nothing about subskills.  It simply wanted barrel-making as a completely seperate skill from carpentry, without saying anything about reformatting the skills system.

I'm not saying what people are suggesting is impossible, I'm saying that breaking skills apart to make even more sub-component-skills is adding complexity for the extremely minor benefit of "seeming more realistic". 
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Re: Coopers
« Reply #58 on: March 08, 2010, 11:09:11 pm »

You're right. We've drifted too far from the original point. Nevertheless, this conversation did spark up a lot of discussion with subskills, which should be made into its own separate post to discuss better--because it's an avenue worth exploring if it can meet the requirements I've stated.
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G-Flex

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Re: Coopers
« Reply #59 on: March 09, 2010, 01:23:12 am »

That you'll still be significantly better at making beds than barrels. Craftsmen specializing to some degree on one or another sort of item is not a useless goal; it makes perfect sense, is realistic, and adds personality and flavor to the creatures involved.

Would you?  At the start of training a dwarf, or if you make dwarves swing around between jobs early on because you have few dwarves, you will have little experience, and won't really have significant experience to make a difference, whether it is a specialization or not.  (What's the difference, really, between a dabbling and a novice carpenter?)  When you HAVE trained them up, even if it was dragging up a little slower, you would have the same cap at Legendary +5, where it doesn't much matter which one has more experience, since experience beyond that point only goes towards gaining attributes.  (At least, as the game is now...) As such, it would only be "significantly better" in middle ranges.

Even then, would it really make a difference in terms of decision-making processes on the player's part if the odds of making superior quality furniture (instead of "mere" exceptional work) were 20% or even 30% instead of 10%?  For something that makes a difference of a +20% increase in value?

You're making way too many assumptions here. The game won't necessarily stay the way it is now forever, nor will quality/value modifiers, necessarily, or skill caps, or anything like that. You're right to say that some of that would probably need to change/be more developed in order for this sort of thing to ever matter, but we're already discussing serious changes to game systems. It's foolish to state that a hypothetical idea is bad just because it depends on other hypothetical ideas.

For instance, say we were talking about attributes instead of skills, and we didn't know about the current in-development version; you might make some argument about attribute caps or some-such as if they're set in stone, even though they're actually changing now, never mind in the future.

The question we should be asking is "what would the game need to do in order to achieve the effect we're aiming for?", not "can this effect be implemented properly without changing any other systems?".
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