chore: agree soft skill caps with escalating XP per level
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@ -55,7 +55,8 @@ Categories group skills for **UI and balance** (e.g. *Gathering*, *Craft*, *Tech
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- **Server-authoritative** grants with structured sources (node, recipe, mission payout, …).
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- **Failure XP** (XP on a **failed attempt** at a skill action—e.g. burnt recipe—not **death penalty**): **per skill / per mechanic**; **open** globally, will depend on how each activity is built and what exploit surface it has.
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- **Runaway mitigation** via diminishing returns, context, soft caps.
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- **Caps:** **Soft** only—no hard “max level” by default. **Each level needs more XP than the last** (threshold tables or formula; **data-driven** per skill or policy).
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- **Runaway mitigation** beyond the curve: diminishing returns, context modifiers, or other knobs if telemetry demands.
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- **Gates** (recipes, rep, licenses) should **add** paths, not fake gigs.
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- **Pacing/catch-up** (E2.M4) applies across **skills**; **gigs** may use the same engine or a parallel one—**open**.
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@ -90,7 +91,7 @@ Categories group skills for **UI and balance** (e.g. *Gathering*, *Craft*, *Tech
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| Professions (economy) | No separate profession system; economy identity from **skills** + rep | Agreed ([overview](overview.md)) |
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| Primary skill XP | Do the activity | Agreed |
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| Failure XP | **Open**; decided **per skill / activity** once mechanics exist (not the same as death penalty) | Open |
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| Skill caps | Prefer soft; hard only if economy/PvP needs | Proposed |
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| Skill caps | **Soft**; **progressively more XP** per level (data-driven curves) | Agreed |
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| Gig swap rules | — | Open |
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| Sub-gig | **FFXI-style** slot **agreed**; sub abilities up to **~½ main gig level** (formula TBD); wide build space | Agreed |
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| Shared vs. per-gig combat progression | — | Open |
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