Hi Mat,
A couple of points, both feedback & response to what i've read so far...
-You mention that if the new skill makes supplies more expensive then that brings opportunity for people getting the raw materials in the first place (IE logs, ores i'm imagining); thats a nice theory but you need to think of it on a more technical level here. What's faster for example, fletching 1,000 yew logs into unstrung bows or chopping 1,000 yew logs from a tree? It is FAR quicker to use the logs up than producing them from scratch.
-I agree with what people are saying entirely: The new skill needs an incentive to be trained. With the introduction of the new skill i would imagine you, as balancers, have 2 things to weigh up: The xp rates versus the rewards given for the levels. You want to make the upper levels of the skill be nice & rewarding, but not make them too easy to get to. So with that being said there's probably a tradeoff between XP rates & how 'good' the rewards are (by rewards i've got in mind something similar to resource dungeons for trees/rocks etc. or whatever people come up with)
-Having a points system seems sensible; allowing players to block a certain skill because they either A- dont want to train it, B- are 99. However, Farming springs to mind when I think about this - Do you want Artisans to have a chance of being a passive skill (due to getting a farming task)? Or would you allow for a method where the player could complete a farming task as fast as they like (no waiting)?
-Summary: Your playerbase seems to mainly be people who "Dont want the game getting easier" - So you are probably going to be quite tight for what 'new flashy' things you can bring into the game without devaluing existing content. Have you ever considered making an upgrade system to basically every resource? (Eg. you need a magic log + secondary resource to create a log of a higher tier) - This prevents existing content from being devalued.
Thanks for reading,
-Gino
13-Jun-2014 17:06:50