51511
DF Suggestions / Re: Skill level descriptive name overhaul
« on: June 11, 2012, 12:37:57 pm »It's sensible because, IRL, you can tell of be told if someone's been working at a job for decades and is one of the best in the business or if they just started work last week. And quality doesn't mean anything in the DF world, just to us people playing DF. Presumably, the best +gauntlets+ are not noticably different than the worst *gauntlets*.Why is that sensible, and why does it cease to be sensible as soon as you use a marker for that actually means something in the DF world?>I 'd say your not supposed to know what kind of output to expect.It's sensible to provide an indication of how skilled a dwarf is. It's not sensible to provide a misleading guess as to how much the dwarf's products will be worth.
Then why provide skill labels at all?
Quote
Mmm, this guy is a talented mason... does that mean fine, good, superior and if so, what can I expect on average?[/quote]Quote>As you said before, Df isn't supposed to be some kind of spread sheet were you know the exact inputs and outputs.Exactly the issue. "Hm, this guy is a *Mason*...does that mean 55% superior or 80% superior?"
You don't, the quality level is merely an indication.
It means he's good but not the best, and that he'll churn out fair-quality stuff (if not the best).
Quote
Quote>I'm all for hiding not really important information from the player, while allowing them to figure it out if they really want to.First off, a dwarf in the mid- to high-skill range can make anything from +goods+ or -goods- to =goods= and even masterworks (I've had a masterwork at around Proficient skill level, although it's admitadly rare), so you're screwed if you want exacts.
The relative value of a dwarf is almost completely determined by his skills. It's critical information.
Second, why do you need to know exactly how many +iron gauntlets+ or whatever your dwarves will make, as opposed to -iron gauntlets- or *iron gauntlets*? And Armok help you if your dwarf gets XP from making those +iron gauntlets+ you need...
Quote
>Your system would be confusing, as different skill levels would overlap. (Say one level has 70% chance to produce a normal item, the next 60%).That's the issue. Leaving aside the aforementioned issues of spread (one skill level can produce anywhere from well-crafted to exceptional) and variability (similar but in smaller data sets), the average quality is going to be shared over multiple skill levels. Saying "You'd know it's an average" doesn't change that you don't know if it's going to be 60% or 70%--and given the wide spread and variability mentioned above, it's more likely something like 30-50%.[/quote]I don't want exact prediction of the output, where did you get that idea? The output is a bit randomized depending on skill level, so it wouldn't even be possible. That's not my intention or goal, why are you arguing against it?[/quote]
No, because you'd know that it's an average. You simply learn not to expect production of exactly the same quality (it's like that right now, nothing changes in that regard); they're people, not machines, after all.
You might want to be a bit more clear. "Have dwarves show the average quality of goods they produce instead of their skill!...No, I didn't mean that I wanted a good indication of what they'd actually make. How could you think that?" is basically how I'm reading you.
Quote
So you can distinguish three or four different skill clusters... Using the quality symbols would indicate five or six different skill levels. Tell me again, what's the use of the extra ones we have currently?[/quote]Quote>Scrapping these levels would reduce the graduality of leveling, giving them a feeling that no progress is made.Not true. Master levels are obviously the highest below legendary, dabbling obviously means "barely done any," and only some of the nearby mid-level skill names can be confused with each other
Right now the skill ranking is so confusing that there are basically only two that are recognizable: legendary, and non-legendary. I don't think it's good game design practice to put in arbitrary finish lines to fake an accomplishment. Dwarves produce faster and better items: that's the only distinction that matters, and a very real reward.
I can distinguish between all skill levels, not just clusters. It's more an issue of where on the continuum they fall, and if it matters that much, again, I can check the q-P page to see an exact listing of skill levels from dabbling to legendary. Not that I can think of any situation where it woud be that important, but it would be IMPOSSIBLE to distinguish between adjacent skill levels with your system unless they happened to fall on either side of an average quality level divide.
Quote
It would be, if there were only a dozen words in Chinese, most people knew most of them, and Chinese people came with a little book that they handed out reminding you of what the word mean.
Quote
Even legendaries make *items* at times. You'll never be sure.[/quote]Quote>in this case making the player wait longer before getting decent items,Okay, let me rephrase that for him: Making the player wait longer before knowing that they'll consistantly get decent items.
Nothing changes in the rate of skill advancement, this thread only concerns the labels we stick on it.
Your point? That seems to do nothing but show that even you know how stupid it is to show average qualities!
Quote
Can you see them saying: "Yeah, Urist and Bomrek both carve fine mugs, but we call Urist talented and Bomrek great just because he got up earlier this morning and produced a dozen more."Quote>While I agree that it might be confusing, I would indeed miss the skill levels, as would a whole lot of other players, while there wouldn't be a net gain of functionality.Alright, it's less arbitrary from a gameplay perspective, but more "gamey." Can you see a dwarf saying, "Urist over there makes 45% of his mugs at Well-Crafted quality level, which multiplies value by 2?"
It would be more functional: it indicates something real (output quality) rather than an arbitrary ranking; also it's a reduction of interface clutter, leaving more mental energy for the rest.
The quality is not only a value indicator. I do not propose to indicate the skills by dwarfbucks generated. Frankly, what else does the skill influence but the quality produced? It's not gamey, it's the only thing that matters. When skills start to get irregular effects depending on the level (e.g. can only make swords at level 8 weaponsmith), then there might be reason to name the levels (heaven forbid that turd of a game mechanic, though). But not as it is now.[/quote]
Again, just because we only see a level of quantums as far as quality goes does not mean that less than a dozen types of shale mugs, or iron gauntlets, or whatever, exist. We're only supposed to know what our dwarves know--that's why we need a bookkeeper (or is it broker?) with Appraisal skill before knowing how much the +<<*iron gauntlet*>>+ is worth, and why we don't learn about thieves and ambushers the instant they enter the map. And so on and so forth. To say nothing of how meaningless the average is when low-mid skills produce masterworks and the highest skill levels still produce mere superior-quality goods...
Quote
I do not want to know, and I don't care for value in particular (that'll depend on economic needs in the future, anyway). Quality is the only thing influenced by skill (besides speed, but the effect follows the same pattern), so why bother to insert an arbitrary, confusing, superfluous bunch of named levels in between?[/quote]QuoteBut you don't know the exact outputs, they're averages, not absolutes.So, because you know the average, that's nothing like being able to easily calculate how much value you can get from X stone?
Wait, you want the game to tell you average quality, but you don't care that it's a grossly misleading figure? And what do you mean, "an arbitrary, confusing, superfluous bunch of named levels in between?" To start with, in between what? Never producing masterworks and always making them? The first can be surpassed within months of embark, the latter can never be reached. All there is is a slowly graduated scale of chances of making various qualities of goods.
Quote
Forsaken1111:Not really, but if we wanted to gurantee that only our highest-skilled dwarves were working in the workshops, we'd be able to tell the difference. In your system, they'd both be +dwarves+ or something. And "Hey, someone came up with a slightly better system with numbers; the current system must be useless!" argument is stupid. If it was true, we'd need to look at the wiki every time we tried to tell if the dabbling mason was better than the legendary one. Only an idiot would be that bad, or even to be unable to tell which of two dwarvesis more skilled if there's at least a couple divisions of rank between them. Oh, I'm sorry, Mr. Silverionmox, does that describe you?
It's better than the current version. But, IMO, if we need to number the levels to distinguish them, it's a flashing indicator that they're useless. Does anyone treat a talented and a proficient dwarf differently?