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Heya all! The second Patreon Plugin Poll has been completed! And the winner is none other than Skill Levels (suggested by Vyzzuvazzadth)! 
Be able to gain experience for skills to do more damage, gain more traits, or produce other effects.  *NOTE* If this wins, a new poll will be made on how you would like for skills to gain experience points.  

Yep! Skill levels be made as our next plugin! However, before that happens, I'm going to want to know just how you guys want the skills to be leveled up. There's a couple of ways I've seen skill levels handled before in RPG's and not all of them are the same nor are they all doable at once without interfering with each other.

Therefore, we're going to have a second plugin poll to decide how this will be made.

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So, what are the ways that skills can level up?

  • Usage EXP Upgrade: The more times a skill is used, the more it levels up. +1 EXP is earned for each time it's used and once the EXP requirement is met, the skill will upgrade itself with a new level.
  • JP Upgrade: The player can use JP (Job Points) to directly upgrade skill levels. The cost of JP for each level upgrade can vary. This will, of course, require the Job Points plugin to use.
  • Item Synthesize Upgrade: Each skill level will require different items to be upgraded. These will be non-independent consumable items.

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Upgraded skills will not become other skills. Instead, they will remain their own skills, but with better performing functions.

The poll will end one week from this post on November 16th.

Comments

Jonathan Fox

that is a fair point. I'm not certain how feasible or easy it is...all i know is, there are many situations that i feel like a usage-system wouldn't work in the favor of a dev or player. One example - you might like a character using a skill a lot, but NOT want it to be upgraded! Because an upgrade might mean a higher MP cost or cooldown in order to justify the more powerful effect - but maybe you like the cheap simple heal that you use frequently, while weaving other skills into your character's combat strategy. Another example - if you're someone that wants to work towards maximum skill growth, you're basically forced into always expending your MP on skills - this lends itself fine to games where the play pattern is very liberal with MP expenditure because of plentiful mp potions etc., but it becomes a disaster in games where a big part of the strategy is managing your character's mp throughout a dungeon and using skills judiciously for when they're most needed.

Anonymous

That's a very good point. In this case however, the game designer has to take all of this into account. For example, as you said, constantly higher usage cost would be detrimental. My idea for a better solution would be for one, keeping the same cost when a skill levels up and for another providing different tiers as separate skills of the same skill type with more than just the cost and raw strength as a difference if possible. This concept would replicate the idea of "getting better at using the skill". Getting better does not include higher usage cost in my opinion, which is why the cost would remain the same upon a level-up.

Anonymous

Cant we have an all of the above? XD