So, I'm working on developing a new MUD and I've been working on designing a skill-based system for it (Kudos if you've figured that much out). Outlined below is what I've got so far, please, poke as many constructive holes as you can in it. I've got some of this written down at home (where I am not) so I may come back and tweak the parts I don't remember perfectly. Now, without further adieu:
This system will have an as of yet unknown number of skills, but I will probably settle for a number somewhere between 20-40 depending on what makes sense. The skills will be along the lines of Plate Armor, Chain Armor, Leather Armor, Dagger, Longbow, Lockpicking, Stealing, Hiding, and so on.
Now, one of the things that bugs me, personally, about many games is the endless grind. I know many people enjoy this and by not tailoring the game towards that crowd I will be losing some of my potential audience, that is fine because I will be gaining a different sort of audience, it's a trade I'm willing to make. To that end, the system is going to be designed to reduce the amount of time a player has to spend training any given skill.
Imagine a bucket, if you will. Each trainable action the player successfully performs, or even fails at in certain cases, will fill up that bucket to varying degrees. At the bottom of the bucket is a small hole, draining that experience from this bucket into the actual amount of skill that player has. Think of the bucket as a buffer. Now, it may only take a player, who is training a skill "perfectly," 10-20 minutes to fill that bucket up, but it will take a week for it to drain completely. At any point during that week the player can top-off the bucket if they wish, but they don't have to. The bucket will also drain at the same rate, no matter how full/empty the bucket is. <update #1>It will also continue to drain whether they are online or not.</update #1>
10-20 minutes seems like a rather short time, but the odds of a player being able to train each skill at a maximum rate is rather low. Add in travel time, spawn time (if talking fighting critters), possible failures and we have a more realistic training time of 20-40 minutes on most skills. Taking that low rate of 20 minutes and multiplying it by, say, 20 skills a player might want to train and it would take a player 6.6 hours per week just to keep their desired skills training at the maximum rate. That seems like plenty to me.
Now, as in many/most games, the more you level up a particular skill the longer it takes to gain the next level <update #2>(Though I would want to throw in a cap on how long it takes to avoid running into the problem of 6+ months to level up once in a skill)</update #2>. This presents a bit of a problem in that the players first in (assuming they stick around) will be so far in front of everyone else that nobody else could catch up, assuming there is no skill-level cap. There are ways to mitigate this, of course, such as diminishing returns and so on. This still leaves the developer with a problem though, the development of content for the highest end of the spectrum that will never be seen by a decent portion of the population, especially in the system I am proposing where how fast a player can advance is so heavily regulated.
The solution I've come up with is interesting, I think anyway, but I am not entirely sure how most players will react to it. It's pretty simple really, lets say Player A has been in the game 5+ years and they have 1000 levels in lockpicking, which is the highest of all players. Player B enters the game for the first time and has, surprisingly, 0 levels in lockpicking. What I propose is a bonus system where Player B would get a learning bonus to lockpicking that is proportional to the highest achieved skill-level by any player in that skill, which in this case is the 1000 ranks Player A has earned.
What this would do is reduce the amount of time it takes Player B to level up their lockpicking. This bonus would diminish over time the closer and closer they got to Player A (who we can assume is still training), so that they would never be able to actually overtake Player A but they would be able to gain access to the highest levels of content a lot earlier that they might otherwise never reach, increasing the amount of content available to them as a player and thus, hopefully, increasing retention. In order to make lower level content still viable for new players, however, some sort of cap would need to be introduced so that Player B couldn't level up their lockpicking faster than, say, one level every 10 minutes(this number is just tossed out there without any thought put in); this would only matter at the very very very lowest of levels or if the game has been running for a very long time and a new player joins. So while a new player might advance through the lower content areas faster than the oldest players, they would still have to earn their way through the ranks.
Obviously there would need to be a lot of balancing and tweaking, and I may have forgotten a point or two, but all in all I think that pretty much covers it. I certainly plan on adding quite a bit of other content for players to play around with since they won't be spending all their time grinding but that is a whole other series of topics.
This system will have an as of yet unknown number of skills, but I will probably settle for a number somewhere between 20-40 depending on what makes sense. The skills will be along the lines of Plate Armor, Chain Armor, Leather Armor, Dagger, Longbow, Lockpicking, Stealing, Hiding, and so on.
Now, one of the things that bugs me, personally, about many games is the endless grind. I know many people enjoy this and by not tailoring the game towards that crowd I will be losing some of my potential audience, that is fine because I will be gaining a different sort of audience, it's a trade I'm willing to make. To that end, the system is going to be designed to reduce the amount of time a player has to spend training any given skill.
Imagine a bucket, if you will. Each trainable action the player successfully performs, or even fails at in certain cases, will fill up that bucket to varying degrees. At the bottom of the bucket is a small hole, draining that experience from this bucket into the actual amount of skill that player has. Think of the bucket as a buffer. Now, it may only take a player, who is training a skill "perfectly," 10-20 minutes to fill that bucket up, but it will take a week for it to drain completely. At any point during that week the player can top-off the bucket if they wish, but they don't have to. The bucket will also drain at the same rate, no matter how full/empty the bucket is. <update #1>It will also continue to drain whether they are online or not.</update #1>
10-20 minutes seems like a rather short time, but the odds of a player being able to train each skill at a maximum rate is rather low. Add in travel time, spawn time (if talking fighting critters), possible failures and we have a more realistic training time of 20-40 minutes on most skills. Taking that low rate of 20 minutes and multiplying it by, say, 20 skills a player might want to train and it would take a player 6.6 hours per week just to keep their desired skills training at the maximum rate. That seems like plenty to me.
Now, as in many/most games, the more you level up a particular skill the longer it takes to gain the next level <update #2>(Though I would want to throw in a cap on how long it takes to avoid running into the problem of 6+ months to level up once in a skill)</update #2>. This presents a bit of a problem in that the players first in (assuming they stick around) will be so far in front of everyone else that nobody else could catch up, assuming there is no skill-level cap. There are ways to mitigate this, of course, such as diminishing returns and so on. This still leaves the developer with a problem though, the development of content for the highest end of the spectrum that will never be seen by a decent portion of the population, especially in the system I am proposing where how fast a player can advance is so heavily regulated.
The solution I've come up with is interesting, I think anyway, but I am not entirely sure how most players will react to it. It's pretty simple really, lets say Player A has been in the game 5+ years and they have 1000 levels in lockpicking, which is the highest of all players. Player B enters the game for the first time and has, surprisingly, 0 levels in lockpicking. What I propose is a bonus system where Player B would get a learning bonus to lockpicking that is proportional to the highest achieved skill-level by any player in that skill, which in this case is the 1000 ranks Player A has earned.
What this would do is reduce the amount of time it takes Player B to level up their lockpicking. This bonus would diminish over time the closer and closer they got to Player A (who we can assume is still training), so that they would never be able to actually overtake Player A but they would be able to gain access to the highest levels of content a lot earlier that they might otherwise never reach, increasing the amount of content available to them as a player and thus, hopefully, increasing retention. In order to make lower level content still viable for new players, however, some sort of cap would need to be introduced so that Player B couldn't level up their lockpicking faster than, say, one level every 10 minutes(this number is just tossed out there without any thought put in); this would only matter at the very very very lowest of levels or if the game has been running for a very long time and a new player joins. So while a new player might advance through the lower content areas faster than the oldest players, they would still have to earn their way through the ranks.
Obviously there would need to be a lot of balancing and tweaking, and I may have forgotten a point or two, but all in all I think that pretty much covers it. I certainly plan on adding quite a bit of other content for players to play around with since they won't be spending all their time grinding but that is a whole other series of topics.