Let me field some counterpoints then:
- Player choice: subskills still allow people to use general categories, but broad skills don't allow meaningful specialization.
- Playing style: you may not care about quality, other people do. Let them have their fun.
- Something has to happen with skills, job permissions, material permissions, skill level display and job priorities. This is far from an otherwise useless expansion.
My counter points to your counterpoints:
#1 - you're right. Your system would allow people to easily ignore it. Again I bring up the point of "if it's so easy to ignore, should it be in the game?"
#2 - again, if people want to spend their time micormanaging something that doesn't have an impact, I can't argue what is and isn't "fun" for them...
#3 - I agree. Skills need to be worked on. As I've said before though, this proposal of "subskills" is not the right way to approach it, in my mind. At the moment, I don't have a better idea nor have I read to many ideas about tackling skills that are on the right track. The current system may not be the best, but it might be the best that we can manage for awhile. Perhaps when other features open up new aspects of the game, skills can be re-addressed in a more meaningful way.
Forced Annoying Micromanagement: If this system is enforced, for example attributing HUGE penalties for going cross skills. Not just quality but actual penalties.
I certainly didn't suggest this, and it's definitely not necessary.
Nobody said you did, but I was just pointing out what would happen if you did make the impact of subskills large enough to actually alter a player's style. It would be a nightmare as you pointed out. So the flipside of having it impact a player's playstyle is to not impact a player's playstyle. So just to clarify, you're proposing an idea that would have no real impact on play...
So instead of just having to deal with 40 carpenters, you have to deal with 10 barrel-makers, 10 furniture makers, 10 wooden block makers and 10 boat makers (you can fill these in with whatever kind of specializations you want).
I've already stated why this is not necessary.
So why do you feel the point of splitting this up into seperate responses instead of just logically grouping them together and responding in one section?
In a large fortress, if there isn't some huge outrageous penalty associated to this, people just aren't going to care.
Something doesn't have to huge gigantic, outstanding consequences in order for it to matter. Much of the game is composed of small things, not big things, and this will be more and more true as time goes on. This is true of plenty of emergent systems, like, say, real life. You don't need outrageous bullshit like "your dwarf BLOWS UP if he's not good enough at BARRELS" in order for this kind of stuff to matter.
But there needs to be an impact. If poorly skilled workers had a chance to NOT produce a good even though a resource was used, why is that so preposterous? Compared to the current system where the only main difference is cost multipliers, having a chance to waste resources is a pretty major change and would drastically alter player gameplay.
Superfluous code: If the only downside is inferior qualities...I don't care, and I doubt most players will. When you're trying to juggle the macro tasks of resource collection, stomping bad guys, managing morale, managing nobles, mega-projects, I'm not going to care that the legendary barrel-maker dwarf is only making fine beds because I don't care about the quality of beds 99% of the time, I just need a bed to put in a dwarf's room so they can sleep.
If you make the arguement about "room quality" I'll respond that engraving & artifacts do far more then a masterpiece bed vs. a fine quality bed.
Room quality being too easy to achieve is a problem, not the way things should work. Besides, why are you handpicking your examples like that? Do you not care about the quality of, say, weapons either?
Plus, I've already made arguments against this line of thinking that I don't feel like reiterating, but here's the short version: A game meant to simulate fantasy worlds on DF's ideal level of detail requires micro-level detail about individual creatures and such, and there's more to the game than just Fortress Mode.
So BEFORE skills can be addressed, you're saying that room quality needs to be altered? I was just using a simple example to explain my point. My point was that for most players, quality only comes into play in three things: combat, noble room requirements, trading.
This suggestion of woodwoorking and coopering does not involve combat. Wood isn't a valuable trade item, and noble room requirements for woodworking (i.e. a bed), there is little difference between a regular bed and a masterpiece bed compared to a high value object like a statue. Heck I think a bland stone statue has higher cost then a masterwork bed...
As for quality of barrels...it doesn't matter. Unless quality has more associated to it then just costs, I don't care about quality for 99% of what I do. The only in-game effect of quality that has any bearing on anything is quality of weapons & armor. That does have a noticable impact. Everything else... well I guess I'll just shove two statues into that nobles room instead of one because they're lower quality...big whoop!
What makes you think this should be the case, or always will be? Quality of all items should matter, so we should be thinking of this with that in mind. You might as well argue that quality of items in general shouldn't exist, because it doesn't matter enough at the moment. The fact is that it obviously should matter how well-made things in general are, and the fact that it doesn't is a problem to be solved. You can't judge the quality of a suggestion based on how the game currently works when the relevant factors of how it currently works are clearly flawed and desire fixing.
Blah blah blah more nit picking and odd groupings.
Let me sum up my points:
1) This system that is proposed is highly flawed.
2) I am not saying that the current skill system is THE END ALL BEST THAT THERE CAN EVER BE! I am saying that the system(s) proposed
in this thread do not make sense.
3) You've mentioned several other items that need to be fixed. Things like Item Quality Impact, room requirements being too easy etc. etc. before your idea would have merit. So why don't you work on hammering out those issues first
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I've been thinking about handling the "skills" issue and I think the main problem isn't the skills itself, but what the skills actually do. As mentioned, except in a few small areas (namely armor & weapons) item quality has no impact other then "value." Better quality doors aren't more durable or harder for thieves to bypass then inferior doors. Higher quality beds don't provide better sleep or healing then poor quality beds etc.
So as it stands, given the flawed environment around skills, I don't see skills as being broken...yet. When item quality has a higher impact then it currently does. When resource gathering is more engaging nad challenging then it already is. When the game actually makes it worth my time to worry about which dwarf is doing which task, THEN I'd agree that skills need to be changed. Hell, then this sub skill system might make more sense or an even better idea might become obvious.
But until then, as I said, this idea has little merit. I'm not saying you should never come up with another idea again, in fact I'm advocating the opposite. Go back to the drawing board and try again. Try tackling the problem from a different perspective.
I'd suggest looking at how the current skill system actually detracts from the gameplay. Don't throw around terms like "realism", look at the actual in-game effect of skills. The advantages of the current system has been addressed. Because item quality doesn't matter, it's very easy to just throw dwarves at jobs and get output.
So where is the current system lacking? Is it in logical groupings? (Like why is carpenter, mason, and other crafting skills abstracted to such a high degree and yet social skills are highly specialized?) Is it in UI (as mentioned before just logically grouping them on the list would make it easier to naviagte?
Or is it just in "the realism" aspect?
edit: Let me go further to expand upon why the system proposed is flawed:
1) Subskills are highly debatable. What was proposed has been either splitting up jobs by items (why is a cabinet different then a chest?) or by classical historical jobs (which are confusing and dependent by region and time period. People were making barrels long before specialized coopers became the only people who knew how to make barrels.
2) Synergies are debatable: Why would making a toy goblet allow you to make stone doors? The size and scale difference are HUGE. And synergy by item are again debatable. A stone cabinet and a wood cabinet deal with very different issues. I'd say telling an expert carpenter to make a stone cabinet would be just as effective as telling an untrained person to make a stone cabinet (as long as they know what a cabinet IS
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).