Whatever this is, it is not IE-based.
[...]
skills are becoming less and less non-combat. I've written a little bit about this on the OEI forums.
What a shock, knowing Sawyer's design inspirations.While it is too early to tell how the skills pool is going to work (because OEI never gives us a bird's-eye view of their mechanics, they only suffice with tidbits from mechanics here and there), these skills are becoming less and less non-combat.
Whatever this is, it is not IE-based.
[...]
skills are becoming less and less non-combat. I've written a little bit about this on the OEI forums.
Yeah, I hear ya. Unlike all the non-combat skills of the IE-games
Non-Combat Abilities
Let's talk first about your goals as a player, about the things you would like to do besides fighting. Then I'll talk about our design goals and explain how we are putting the non-combat systems together.
Player Goals
When you are not fighting, that's when non-combat abilities come into play. We plan to add abilities that will let you become better at achieving four different non-combat goals.
- Learning new things. This includes finding out previously unknown information, like the location of town or a hidden door, or uncovering secret knowledge, like a potion recipe or the true name of a demon. Or maybe you just want to know a good place to gather materials like ore or herbs. We will make abilities that let you find things out.
- Traveling around the world. You will want to improve your movement capabilities (such as sneaking around some ruins), or traveling across the world map faster or more safely, or even teleporting directly to your destination. And sometimes movement requires removing barriers like locks or traps, so you will need some way to unlock and disarm. We'll add abilities for these actions.
- Getting new items.
(oh also we want to sort of make this a combat skill too)If you are not going to kill a creature to take its things, then we will give you the means to make new items, buy them, or steal them. Or maybe you will choose to support NPC's by bringing them the materials or the recipes needed to make new items for you. We congratulate you on your non-violent(well unless if its about your swords and how you can keep them durable)and cooperative plans of wealth acquisition, and we'll give you the means to do it.- Interacting with companions. Once we have added many interesting and useful NPC companions, we will have to give you ways to recruit them, improve their usefulness, and keep them from dying (or even worse, disliking you!). We will make non-combat abilities that interact with your companions, so you can keep them alive and filled with a grudging respect for you.
Seriously? Crafting directly affects item durability and thus directly affects three things: ARMOR (combat) WEAPONS (combat) and SHILEDS (combat). DAMAGED items negatively affect combat. Or did you not read that?Problem, non-combatfags?
Crafting as described isn't even really a "combat skill" and I'm not sure why you're calling it that. A combat skill is something that directly helps you cause damage or avoid damage in combat. What does durability have to do with that?
Seriously? Crafting directly affects item durability and thus directly affects three things: ARMOR (combat) WEAPONS (combat) and SHILEDS (combat). Crafting is half combat and half non-combat.
As a combat skill, every character needs to put points in it.
The crafting skill also decreases the rate of degradation on items used by a character. So if you have the crafting skill, when you hit someone, your weapon doesn’t lose a whole point of durability. Instead it loses a fraction of a point. And when you are hit, your armor and shield don’t lose a whole point each either. And the higher your crafting skill, the less durability you lose.
- Weapons – damaged weapons do less damage and have less accuracy
- Armor – damaged armor has lower damage thresholds and the wearer’s attack speed is slower
- Shields – damaged shields lose part of their defense bonuses
Crafting directly affects item durability.
The crafting skill also decreases the rate of degradation on items used by a character. So if you have the crafting skill, when you hit someone, your weapon doesn’t lose a whole point of durability. Instead it loses a fraction of a point. And when you are hit, your armor and shield don’t lose a whole point each either. And the higher your crafting skill, the less durability you lose.
And item durability affects combat effectiveness.
- Weapons – damaged weapons do less damage and have less accuracy
- Armor – damaged armor has lower damage thresholds and the wearer’s attack speed is slower
- Shields – damaged shields lose part of their defense bonuses
Thus crafting affects combat effectiveness. Derp.
Crafting as it plays now is a requirement for EVERY character.
Crafting directly affects item durability.
The crafting skill also decreases the rate of degradation on items used by a character. So if you have the crafting skill, when you hit someone, your weapon doesn’t lose a whole point of durability. Instead it loses a fraction of a point. And when you are hit, your armor and shield don’t lose a whole point each either. And the higher your crafting skill, the less durability you lose.
And item durability affects combat effectiveness.
- Weapons – damaged weapons do less damage and have less accuracy
- Armor – damaged armor has lower damage thresholds and the wearer’s attack speed is slower
- Shields – damaged shields lose part of their defense bonuses
Thus crafting affects combat effectiveness. Derp.
Newsflash: Even in the non-combat centric PS:T, most of your choices & consequences eventually came around to you earning various bonuses related to combat. It all eventually always comes down to combat.
A combat skill is a skill that directly affects combat with one single step of causality. Weapon proficiencies. Shield proficiencies. Those are your combat skills.
The logic of Sensuki and Hormalakh:
"My fighters' weapons can lose durability points and break, therefore all of my fighters must take the Crafting skill to avoid this."
But by that same logic, all of your fighters must also always take every talent, every skill and every ability score bonus that increases their health points!
You lose health in battle, after all! Everybody needs health! If they run out of health, they die! That's even worse than your weapon breaking!
Everybody needs to always take the health-increasing stuff on level-up! WHAT HAVE YOU DONE SAWYER AND CAIN!!!!
the difference is that health can be mitigated b tactics and other buffs. as it stands now item durability has only one input (because sawyer loves one input equations) and that is crafting skill.
the difference is that health can be mitigated b tactics and other buffs. as it stands now item durability has only one input (because sawyer loves one input equations) and that is crafting skill.
Wrong. There might be one skill, but there are several ways to apply it. You don't have to forestall your weapon breakage by giving your fighter ranks in the Crafting skill.
This may shock you but you can in fact...let your weapon break! And have your dedicated crafting guy repair it for you immediately afterwards! Presto!
Not until you return to town. If you want to continue dungeon delving, you're SOL.
All of this is to finally say that crafting has become a mutt of a skill. Both combat and non-combat. The fact that you are equating character health with item durability proves my point.