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Viability of train-by-use systems

Zetor

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So the train-by-use / gain-by-use topic comes up ever so often because the Codex is an Elder Scrolls fansite having skills improve when the player uses them - as opposed to at arbitrary advancement points - looks elegant on paper and getting lots of little cocaine pellets in the skinner box constantly - as opposed to larger pellets at larger intervals - is ~fun~. Fine. But can this actually work in a computer game as more than a lazy way to pad out content / advancement via grinding (aka MMOs)? My claim is that it can't, really.

Even if it were possible to strip away all the exploits - many of which just aren't possible to detect in any practical way until Prosper finishes his next-gen AI - the question remains: isn't the entire concept of gain-by-use just a way to paper over meaningless filler content / grinding at best, and removing direct control over character advancement (FORCING the player to exploit the system, even involuntarily, if they want their character to advance properly) at worst? Even the best-implemented gain-by-use system would just produce hybrid (or laser-focused specialist) characters based on the player's playstyle, which is not hard to do with the regular assign-points-at-levelup approach. Of course it's arguable that with a gain-by-use system you can fix your build mistakes, except not really; just try to "respec" your ninja to a ranged combatant / caster without spending hours grinding after you spent 4/5 of the entire game using swords and nunchaku. At that point you may as well just implement a full respec system into your game (I wouldn't). I could also see some kind of simulationist argument for gain-by-use in games like Dwarf Fortress where you have a large number of units you don't directly control -- it makes sense they'd advance based on the roles you use them in (and how).

So the reason I posted this thread is because there are quite a few RPGs considered classics (and rightly so) that have a gain-by-use system, with Wizardry 8 being perhaps the single best example as well as Wasteland, Betrayal at Krondor, Prelude to Darkness, etc. Still, it is telling that all those games are hybrids -- they have regular leveling (where the player just assigns skill points themselves) as well. It makes me wonder what the purpose of the gain-by-use system is at that point. JA2 is the only example with a pure gain-by-use system, and that one is mainly an exercise in getting mercs with high WIS as well as leveraging ingame training opportunities (though the cow-punching shit is a good symptom of gain-by-use weaknesses).

tldr:
Is train-by-use a workable advancement system? What'd change if games like Wiz8 were redesigned to *not* rely on train-by-use? Would they still 'work'?
 
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shihonage

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Train-by-use artificially restricts freedom of player agency, and the only reason this concept exists, is for cretins who don't want to deal with stat upgrade screens. For retards, by retards. End of story.
 

adrix89

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It works in Raising Sims(Princess Maker).

You just don't have to make it a reward. Instead you make it another resource to manage.
You can abstract the "grinding" away and make it cost real resources like time and money. Given that time is a limited resource.

In fact decisions in conversations can have direct impact in increasing stats where it becomes a sort of C&C.
Academagia if I remember correctly was built like this where events had lots of skill checks but also resulted in more skills.
 
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laclongquan

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If you replace W8 with JA2 like this

"Is train-by-use a workable advancement system? What'd change if games like Jagged Alliance 2 were redesigned to *not* rely on train-by-use? Would they still 'work'?"

Then the Answer is : yes, they still work. That mean the higher level merc get even more valuable because we desperately need their skills at the beginning before AIM mercs levelup. The intelligent merc only play cheap cannonfodder role now, to hold down militia towns.
 
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Nahlakh has a train-by-use system for skills and it works pretty well. Stat increases (like health, strength etc.) are bought from trainers, so while it is kind of hybrid system, there are no experience points or levels.

But what's interesting is that it doesn't have these messages telling you 'Ding! Sword swinging +1 Here's your cocaine pellet!' You find about it the next time you go look at the character profile screen. Or maybe you won't! Because it even obfuscates the actual numeric skill values. Player only sees that his sword skill is say 'haphazard' when it can be in range 25-29.
:greatjob:
 

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I think a better alternative to train by use systems is to use a point buy system where you can invest less points to improve a skill depending on how often you used it since the last level up. A sort of familiarity discount, if you will.
 

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I like the way trainers works in Darklands and JA2. Skills level up a lot faster when you actually get experience using them in the field, but the trainers let you improve skills that you don't use often. You can choose what skills to level up but you're still learning through practice. It's the best of both worlds.
 

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tldr:
Is train-by-use a workable advancement system? What'd change if games like Wiz8 were redesigned to *not* rely on train-by-use? Would they still 'work'?

A few points:
  • As far as absolute statements go, claiming that use based is non-viable automatically implies that XP based is equally non-viable, because deep down use-based is nothing but XP-based, with individual XPs coming with metadata restricting their use. Alternatively, it might mean that the author of the claim is a low-functioning retard - take your pick. +M
  • The size and frequency of the pellets is independent on the system used. You can have use-based with long intervals and XP-based with short ones. In fact an old use-based game may easily have longer intervals than a new xp-based one.
  • Typical use-based implementations do come with crippling flaws, but so do pretty much all XP-based implementations to date. More so, in use-based the aforementioned metadata gives designers more ways to curb the problems, while in XP-based pretty much the only sane solution is doling out XPs exclusively by hand - so no mechanical, rule-based XP gains whatsoever, neither for combat, nor anything else - and only doing so in restricted set of situations (on critical path and for the kind of optional content that will never be willingly bypassed). At the very least, when everything fails, use-based exploits still retain some semblance to RL practice, while XP-based ones typically involve pure moon logic - AKA lunacy. At the end of the day punching mudcrabs is merely tedious, while sneaking by orcs, to come back and negotiate with orcs to kill them all anyway or killing all the bears with your druid is plain fucking retarded. Use based fares no worse than XP-based when it works as intended, but fails far more gracefully when it breaks down.
  • Respec is not the aim of use-based and it's bad design anyway.
  • The distinction between direct and indirect control over your character's advancement is moot - in the end you are playing the game by playing the game and making decisions along the way. At least with use-based your decisions are made in an organic manner.
  • In the end, whether XP-based or use-based is superior depends on the context - if you have a small enough adventure you can maintain full hands-on control over, go for (fully handplaced) XP-based to get lean, simple-as-a-brick system that gives you full control (but requires full control as well). OTOH, if you have an expansive world where you simply can't afford to control player's advancement directly and need rules and mechanics to govern it for you, then obviously the system that can feed those rules with additional relevant information will fare better than the one that does not.
  • Grind is a consequence of bad design. You can fight it on one end by making grind via simple repetition impossible (for example by raising task difficulty requirements for skill gains) and on the other by making indiscriminate grind undesirable (by limiting character's flexibility with each subsequent skillup). Moreso, you can grind XPs just as well and while the former solution is applicable to XPs, the latter is not (because an XP is an XP is an XP).
 

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train by use is shit. you need to spend a lot more time balancing it than you do for a more traditional system in return for a less engaging and fun system. And given that rpg devs are notorious for not bothering to balance shit at all you are pretty much guaranteed to get a system that is unfun and shitty (IE: morrowind, oblivion). Skyrim only avoided complete system collapse by reducing reliance on learn by use (attribute gain is independent of skill use, and so is perk gain, even if there are skill restrictions on where you can place them). Mind you, it's still a shitty system that would be better with just a traditional XP system.
 

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DraQ - not going to play the selective quote game here, just going to respond to your most meaningful arguments.

"xp-based implementations are just as exploitable"? Even if we ignore the systemic solutions to the xp-based problem (you don't have to go full Sawyer, either -- you can have time limits that prevent the first example and faction-based consequences for murderhoboing to prevent the second), what makes things significantly worse in a train-by-use system is that the player is forced to exploit it if they want to build their character / group the way they want simply because they don't have direct control over character development*, while in a standard level-up system they can just create their build and stick with it. The 'flexibility' you claim is given by a train-by-use system can be provided in a standard level-up system just by making individual levels smaller. On the flipside, try to play a heavy hybrid like a ninja or 4-spellbook bishop in Wiz8 without engaging in ~degenerate gameplay~. Sure, the player may feel accomplished that "yes, I deliberately played less efficiently in this relatively easy battle to get some skillgains" (like throwing stix at the enemy for minor damage instead of casting heavy damage spells, or deliberately dragging the fight out for more skillgain opportunities), but that obscures the fact that you just had to micro-manage shit in an otherwise-trivial encounter just so your character's skills would keep up. AKA unnecessary busywork which is harder to control the more players are in your party (oh, did the high-initiative samurai kill everything before the slow mage could cast their spell... again?) that's entirely created by gain-by-use mechanics and doesn't apply in a level-based system. And that's without looking at noncombat skills and crafting, where gain-by-use is either going to be tedious, annoying, or both.

As for use-based being more organic, ehh no. Gain-by-use is the embodiment of artificiality, simply because it adds a level of indirection between player choice and character advancement. In GBU you'd cast Detect Secrets or Knock-Knock at a chest/locked door even if the party's rogue can already lockpick them without problems just to increase your casters' skill levels; in the level/xp-based equivalent you wouldn't (and you wouldn't ever need to, either). Yes, you can make rules that limit this (like... give each chest item a limited amount of GBU XP that can be obtained from it), but - as we have seen in the three threads I linked in the OP - this adds even more artificiality and just leads down an endless rabbit hole of the designer trying to obfuscate how they control player advancement. And my argument is that in a gain-by-use system, ALL players become exploiters except for the most hardcore immersion fetishists. (Extra bonus: what about skills that can only increase when your enemy does something, like Resist Spells in UO?)

So far I see three arguments in favor of train-by-use, in decreasing order of validity:
  1. advancement without direct player control (this is OK in some situations already discussed, like XCOM and Dwarf Fortress, and I could see an argument for roguelikes) or where skillgain opportunities are strictly limited / grinding isn't an option (like the Princess Maker stuff)
  2. secondary psychological reinforcement so the players in the skinner box don't mind repetitive and unremarkable challenges because omg skillgains (aka legitimizing grinding)
  3. ~muh immersion~
Not convinced how this is better than a system where the player has full control over their advancement (which doesn't preclude minor gain-by-use mechanics like weapon familiarity in Silent Storm). The fact that GBU is most popular in MMOs and usually isn't the only advancement system in a game* probably says something.

e: also, I suppose the obvious followup is -- which games in your opinion do this right, ie. have a GBU system that's strictly superior to any traditional levelup system? I think practical examples are much stronger proof here than theory.


* as I said in the OP, good games using train-by-use systems are hybrids: players can assign points at levelup (W8), increase skills via trainers/skill books (almost all of them), or focus on a particular skill (BaK, DCSS). But that itself is an admission that gain-by-use by itself doesn't cut it.
 
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adrix89

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You can do more things with train by use then level systems if you stop thinking of them as a damn reward system.
You can cap and decay skills dynamically where when you train in one thing will result in decay in the other skills and to keep yourself "sharp" in your best skills takes a lot of effort and discipline. This is especially useful in MMOs where the leveling system has completely broken down and where only max level("endgame") matters. You can actually have specialization again.
You can do increases of multiple skills or have bonus multipliers for skill synergies make a path towards something more flexible.
You can even do a Devil May Cry style ranking as a bonus to break the monotony.
 

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You can do more things with train by use then level systems if you stop thinking of them as a damn reward system.

Their being a reward system makes the game FUN to neurotypicals.

You can cap and decay skills dynamically where when you train in one thing will result in decay in the other skills and to keep yourself "sharp" in your best skills takes a lot of effort and discipline. This is especially useful in MMOs where the leveling system has completely broken down and where only max level("endgame") matters. You can actually have specialization again.
You can do increases of multiple skills or have bonus multipliers for skill synergies make a path towards something more flexible.
You can even do a Devil May Cry style ranking as a bonus to break the monotony.

All of that sounds great for spergs like Draq but for me I'd just rather not play it. There's nothing fun about stuff like skills decaying. I only tolerated it in elder scrolls games because it was relatively minor, rare (i almost never ended up in jail) and can be abused for your personal gain due to the stupid level-up system.
 

DraQ

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"xp-based implementations are just as exploitable"? Even if we ignore the systemic solutions to the xp-based problem (you don't have to go full Sawyer, either -- you can have time limits that prevent the first example and faction-based consequences for murderhoboing to prevent the second)
Time limits are not always applicable and they fix, or at least alleviate problems with ALL kinds of advancement systems, so they hardly work in XP's favour over use-based.
Same applies when you replace time limits with time-based or even skill-usage based resource consumption in general which, unlike time limits, is broadly applicable and should be a part of any sanely designed game - in general there should not be any free grinding/farming loops in game, it doesn't matter whether you're farming XP, resources or grinding skills, the principle is the same.
And for any non-free loops, short circuiting them via, for example, trainer should be less costly than going through the loop.

Faction-based consequences only help if the game is completely devoid of unaligned or antagonist aligned filler, AKA XP-fodder (which is an interesting proposition, although I'm not sure if completely viable), and if they do help, they can just as well fix use-based problem (by removing free "training dummies").

In the end use-based is XP-based with more tools to curb shenanigans, so anything that can fix XP can fix use-based, some things that can fix use-based may fail to fix XP, and arguably the way to fix XP is to go full Sawyer on it (only better).

It's not surprising - XP gives you first and foremost simplicity at the cost of requiring hands-on management (because it turns into a huge mess if you try to contrive some way for it to work on its own), use-based is a heavy, nasty, complicated, rule-based engine for controlling character development autonomously.
The only way to keep it simple AND hands-off is to not have advancement system in the first place - just the initial builds, which too is a viable, if rarely pursued option.

what makes things significantly worse in a train-by-use system is that the player is forced to exploit it if they want to build their character / group the way they want simply because they don't have direct control over character development*, while in a standard level-up system they can just create their build and stick with it.
The only occasions when player needs to exploit anything in use-based is when the design is broken in some way:
  • skills vary in their applicability over the course of the game (for example all good low level weapons are spears, but all good high level ones are longswords).
  • disproportions between individual skills' contributions to level and other stats enabling all sorts of shenanigans - as in TES games prior to Skyrim, where only your class skills affected the level ups but all skills affected multipliers, this BTW is one of the (relatively few) areas Skyrim improved mechanically
If the design isn't broken, there is no incentive to try and abuse the system compared to playing normally.

The 'flexibility' you claim is given by a train-by-use system
I don't know what you're referring to. Where did I claim "flexibility"?

On the flipside, try to play a heavy hybrid like a ninja or 4-spellbook bishop in Wiz8 without engaging in ~degenerate gameplay~.
Actually that's largely CAUSED by the fact Wiz8 uses hybrid system (further exacerbated by the fact it uses level scaling) - because skill gains are decoupled from levels, you can engage in shenanigans to become disproportionately powerful for your level. Without that 4-school bishop would be doomed to be noticeably weaker than dedicated caster or even 2-3 school bishop (but still very versatile) instead of being 100% concentrated awesome sauce and effectively 4 casters in a can - trade-offs instead of IWIN button given enough tedium.

Hybrid systems aren't a solution - if anything they make problem worse by not providing anything beyond pure XP or use-based while opening a whole bunch of new loopholes.

Sure, the player may feel accomplished that "yes, I deliberately played less efficiently in this relatively easy battle to get some skillgains" (like throwing stix at the enemy for minor damage instead of casting heavy damage spells, or deliberately dragging the fight out for more skillgain opportunities), but that obscures the fact that you just had to micro-manage shit in an otherwise-trivial encounter just so your character's skills would keep up. AKA unnecessary busywork which is harder to control the more players are in your party (oh, did the high-initiative samurai kill everything before the slow mage could cast their spell... again?) that's entirely created by gain-by-use mechanics and doesn't apply in a level-based system.
That's a symptom of deeper issues, not problem with use-based. If you are willingly using less efficient skill, this means that either skills vary in utility along the course of the game (as discussed above) and you want to pump up currently useless skill so that it will be powerful later on, or that because the skill isn't tied to your level, you can gain some auxiliary benefits from it, beyond 'normal' power curve.

Things like artificially drawing the combat out also signalize underlying issues.
First thing is that the combat is easy enough and doesn't cause enough resource attrition to make toying with your enemies worthwhile.
Second issue is allowing using less effective attacks to be preferable for training reasons. This can be fixed in several ways:
  • By removing ability to use less effective attacks - limited inventory and need to have different tools for different tasks may limit the ability to carry shit-tier weapons for training purposes, spells scaling with caster's skill may do the same with spells, lack of HP bloat may limit the notion of less effective attack.
  • By reducing gains from less effective attacks - the most straightforward, if somewhat artificial way is to scale anything that can be translated to damage with damage caused by an attack. So hitting once for 100HP is as good as hitting 100 times for 1HP, critting a massive boss on first turn counts as reducing his massive HP pool all the way down, etc.
  • By reducing skill gains when stacking - a good way is to base skill gain on difficulty on the task, then noticing that for example defense is generally active so if you cripple an enemy through less-lethal attacks to extremities or by hitting them with mental magic (that doesn't cause damage on its own), following killing blow is going to be much easier and thus much less educating.
And again, resource expenditure is your friend.

And that's without looking at noncombat skills and crafting, where gain-by-use is either going to be tedious, annoying, or both.
Balancing crafting is indeed tricky, but that's because it's role in game is often ill defined. Typical RPG protagonist isn't a craftsman, but an adventurer, so any crafting mechanics requires some limitations to funnel it towards adventuring-applicable uses.
Anyway, if all else fails use-based can be Sawyered just as XP-based, except unlike XP-based it doesn't have to be an all or nothing decision - you can perfectly well have Sawyered skills coexisting with mechanical ones.
Of course, resource expenditure may turn out to be a sufficient limitation here, without need to Sawyer anything.

As for use-based being more organic, ehh no. Gain-by-use is the embodiment of artificiality, simply because it adds a level of indirection between player choice and character advancement.
Indirection is indirection, artificiality is artificiality. There is no inherent relationship between those. If anything, a system which allows you to become better at picking locks by beheading 100 orcs is an artificial one.
In some cases indirection is perfectly natural, for example consequences of player's decisions or performance in quests cannot be manipulated by the player directly and that's a good thing - why should consequences of what skills the PC(s) become experienced with be any different?

In GBU you'd cast Detect Secrets or Knock-Knock at a chest/locked door even if the party's rogue can already lockpick them without problems just to increase your casters' skill levels; in the level/xp-based equivalent you wouldn't (and you wouldn't ever need to, either). Yes, you can make rules that limit this (like... give each chest item a limited amount of GBU XP that can be obtained from it), but - as we have seen in the three threads I linked in the OP - this adds even more artificiality and just leads down an endless rabbit hole of the designer trying to obfuscate how they control player advancement. And my argument is that in a gain-by-use system, ALL players become exploiters except for the most hardcore immersion fetishists.
Or you can answer the question: "why wouldn't I actually do that in such situation?". The answer will dictate what you'll need to do to proof the system against perceived abuse.
So, why, given an apt rogue in the party, would you not cast trap detecting or unlocking magic on stuff you need to open?

For example:
  • Magic may not be trivial to replenish (indicates a weakness in magic system, rest system or resource system that makes replenishing magic too easy between occasions when it is needed).
  • You actually would because spells and rogue abilities should stack in a meaningful manner, maybe rogue should consume resources when dealing with more complex locks and traps, which can be alleviated with magic?
  • You actually would, but only instead of rogue's involvement - maybe rogue could have more to do with locks'n'traps skill than just opening stuff, making competition over training opportunities between your caster and rogue meaningful? Or maybe magic and rogue skills come with their own sets of advantages and disadvantages that would make rogue skills more worthwhile even if you have a caster?
  • You have no (subtle) lockpicking magic and unsubtle magic (or straight physical abuse) breaks and burns stuff.
Either answer makes for a better and more interesting game and it was actually quite a problem with Wiz8 that magic essentially came for free and there were few disincentives to spamming highest dice spells you could manage without risk of self inflicted TPK.

Yes, it is extra work but it is extra work that gives you opportunity to avoid extra work fine tuning individual XP-gains and proving them against abuse (by Sawyering them), so if you have a lot of content it's smart man's work.
Or you can just accept this failure of your system as even unpatched it's still more sensible and less egregious (party members making the best out of opportunities to hone their skills) than persuading someone only to fireball them, so that you can become better at axe fighting - even when failing use-based behaves more gracefully than XP based, so the only way for XP-based to be worthwhile is precluding failure - which is done by Sawyering.

(Extra bonus: what about skills that can only increase when your enemy does something, like Resist Spells in UO?)
Passive skills also behave poorly in use-based so not having passive skills is worth considering. Alternatively, you don't need to make grind impossible, you just need to make it a worse deal than using a trainer.

So far I see three arguments in favor of train-by-use, in decreasing order of validity:
  1. advancement without direct player control (this is OK in some situations already discussed, like XCOM and Dwarf Fortress, and I could see an argument for roguelikes) or where skillgain opportunities are strictly limited / grinding isn't an option (like the Princess Maker stuff)
  2. secondary psychological reinforcement so the players in the skinner box don't mind repetitive and unremarkable challenges because omg skillgains (aka legitimizing grinding)
  3. ~muh immersion~

Not convinced how this is better than a system where the player has full control over their advancement (which doesn't preclude minor gain-by-use mechanics like weapon familiarity in Silent Storm)
How about:
  • advancement without player's control (by just playing the game)
  • muh immersion
  • ability to handle advancement automatically without constant case-by-case oversight or horrible breakdowns of the entire system cauysed by lack of thereof
?

Various degrees of indirection aren't only involved between player and their character, they are also involved between the dev and player's character.
For the player direct control is and advantage, but for the dev it's a burden, because it forces them to explicitly spell out multiple possible situations, and it scales badly with increasing amount of content.
And if the player has more direct control over something than the dev, they can abuse it through all sorts of loopholes.

The fact that GBU is most popular in MMOs and usually isn't the only advancement system in a game* probably says something.
MMOs are giant nests of design pathologies oriented towards maximizing player's time investment.
MMO design is therefore not applicable to the problem except as "what not to do" case study.
And most devs are morons stumbling blindly while picking a mess of cargo-cult ideas along the way.

also, I suppose the obvious followup is -- which games in your opinion do this right, ie. have a GBU system that's strictly superior to any traditional levelup system? I think practical examples are much stronger proof here than theory.
Practical examples are only proof where they exist. That there was a time before someone made the first cart didn't mean that the wheel was impossible or not a worthwhile invention.

And besides:
You can do more things with train by use then level systems if you stop thinking of them as a damn reward system.
This.

In an XP system an XP is an universal food pellet. It's hard to think of it in any other way but a reward, because it just makes your character stronger - unless you try some truly demented shit like level scaling, there is no and cannot be disincentive to XP.
So, when balancing an XP-based system you need to think of XP gains as rewards for behaviour you want player to engage in, and need to find ways to reward good solution but not degenerate one.
OTOH this doesn't need to be the case with use based as individual skill gains can have a cost built into them being skill gains (so separate from any kind of resource mechanics or anything like that).

In an XP based system gaining XP is like monetary reward, and spending points on level up is like spending this reward on something you want.
In an use-based system the reward and spending it is no longer decoupled and you need to not only spend it right away, in the way determined by how you got it, but you may also be spending a bit of your character potential along the way, limiting your ability to benefit from other rewards further down the line. So in an XP based an XP is an XP is an XP, but in use based an improvement of long sword skill is only good if you want to use this skill, otherwise it just comes at the cost of your fire magic or speech skill.
Then the desired balance between focus and versatility dictates how much do you want to spread out - neither a one trick pony, nor a jack of all trades, master of none should be the optimal solution here.
 
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So the train-by-use / gain-by-use topic comes up ever so often because the Codex is an Elder Scrolls fansite having skills improve when the player uses them - as opposed to at arbitrary advancement points - looks elegant on paper and getting lots of little cocaine pellets in the skinner box constantly - as opposed to larger pellets at larger intervals - is ~fun~. Fine. But can this actually work in a computer game as more than a lazy way to pad out content / advancement via grinding (aka MMOs)? My claim is that it can't, really.

Even if it were possible to strip away all the exploits - many of which just aren't possible to detect in any practical way until Prosper finishes his next-gen AI - the question remains: isn't the entire concept of gain-by-use just a way to paper over meaningless filler content / grinding at best, and removing direct control over character advancement (FORCING the player to exploit the system, even involuntarily, if they want their character to advance properly) at worst? Even the best-implemented gain-by-use system would just produce hybrid (or laser-focused specialist) characters based on the player's playstyle, which is not hard to do with the regular assign-points-at-levelup approach. Of course it's arguable that with a gain-by-use system you can fix your build mistakes, except not really; just try to "respec" your ninja to a ranged combatant / caster without spending hours grinding after you spent 4/5 of the entire game using swords and nunchaku. At that point you may as well just implement a full respec system into your game (I wouldn't). I could also see some kind of simulationist argument for gain-by-use in games like Dwarf Fortress where you have a large number of units you don't directly control -- it makes sense they'd advance based on the roles you use them in (and how).

So the reason I posted this thread is because there are quite a few RPGs considered classics (and rightly so) that have a gain-by-use system, with Wizardry 8 being perhaps the single best example as well as Wasteland, Betrayal at Krondor, Prelude to Darkness, etc. Still, it is telling that all those games are hybrids -- they have regular leveling (where the player just assigns skill points themselves) as well. It makes me wonder what the purpose of the gain-by-use system is at that point. JA2 is the only example with a pure gain-by-use system, and that one is mainly an exercise in getting mercs with high WIS as well as leveraging ingame training opportunities (though the cow-punching shit is a good symptom of gain-by-use weaknesses).

tldr:
Is train-by-use a workable advancement system? What'd change if games like Wiz8 were redesigned to *not* rely on train-by-use? Would they still 'work'?
Regarding train-by-use, I think there's advantages and disadvantages. On the plus side, it's more realistic and in ideal circumstances you don't have to manage your skills. For example, if you use sword and shield and that's all you do and it's succesful then you don't need to do ANY character development. In terms of realism, it makes sense to only get better at what you do. Good gain-by-use systems also share common links between skills via subskills and stats. So if you're good in swords you'll get a bonus in maces or other hand held weapons. If you're a good spell caster you'll probably also be good at anything requiring intelligence, like tinkering.

So what're some negatives? In the games I've played, they sometimes tend to be grindy where quality testing falters. What if suddenly there's a locked door you WANT to open and your skill isn't high enough, so you either have to find an npc to train it or you need to grind it. This occurs anytime you want (or need) to try a new skill in later stages. The result is--without options--you need to choose your skills early on and stick with those to avoid grinding. For example, sneaking in Morrowind was very hard to get to a usable state without grinding--very unlike the combat skills. In JA2, there're some cases where you might try to grind something, maybe strength--like climbing a roof repeatedly. To JA2's sake it might be less severe a problem, but it could often be no less monotonous. If the game is balanced correctly these things shouldn't be a problem.

Plusses, or probelms can occur with gain-by-levelling systems too, particularly if htey have skills/stats, since those add further complications to design. At any point in development progression can be roadblocked if skill/stat requirements or content design are bad. Gain-by-levelling systems done right offer a more structured (and maybe more visisble) character development. The advantage for the player is--done right--there's no need to ever practice anything. The price, of course, is the aforementioned character development you typically do on a per-level basis. Are there any other plusses? Maybe, like for example you will make choices based on what you have, not on what you plan to train. You'll never randomly and unnecessarily swim just to get a few swimmming points, like you might in badly made train-by-use systems.

I think a hybrid is best. This gives it some realism and perhaps eases the character development, whilst maybe reducing some of the pitfalls in train-by-use systems. There should be a respecc option or NPC trainers so higher skill players aren't forced to grind anything. I favor trainers. Maybe there could be a way to measure the "level" of a player and only allow trainers to train up to that point. So if your skills make you about 50% of the total power you can ever acquire, only allow trainers to train up to that corresponding amount. Also require money be paid so train-by-use is still a purposeful mechanic. Being this is a hybrid system, it's important to balance the whole thing.
 
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mondblut

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Nahlakh has a train-by-use system for skills and it works pretty well. Stat increases (like health, strength etc.) are bought from trainers, so while it is kind of hybrid system, there are no experience points or levels.

It only works because the amount of combats is fixed and you have no means of grind outside the amount padded into your progression to begin with. As soon as you get respawns or random encounters, it works no longer.

That fact that combat in Nahlakh is either deadly or mindboggingly boring also doesn't pad well to grinding. Can't waste time on trivial things when your only options are either pray with every hit you make, or hit autocombat hotkey as soon as the combat loads. And no, neither is a particularly good thing.
 

mondblut

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At the end of the day punching mudcrabs is merely tedious, while sneaking by orcs, to come back and negotiate with orcs to kill them all anyway or killing all the bears with your druid is plain fucking genius.

FTFY :obviously:
 

Old One

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Dungeon Master had train-by-use in 1987. It's been far too long since I played it to opine about how well it worked, but I remember you could train your dagger skill by throwing a dagger against a wall over and over for an hour.
 
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Dungeon Master had train-by-use in 1987. It's been far too long since I played it to opine about how well it worked, but I remember you could train your dagger skill by throwing a dagger against a wall over and over for an hour.
A classic example of one of the pitfalls. But this doesn't mean train-by-use is unpalatable. It's just something to look for.

It's not just how you might gain, but how well it flows into everything else you're doing.
 

Old One

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Dungeon Master had train-by-use in 1987. It's been far too long since I played it to opine about how well it worked, but I remember you could train your dagger skill by throwing a dagger against a wall over and over for an hour.
A classic example of one of the pitfalls. But this doesn't mean train-by-use is unpalatable.
It worked a lot better for other skills, like magic. It made more sense to improve your fireball by repeatedly casting fireballs, and that sort of thing. It was a great game. I would fight monsters, then practice until it became boring, then fight more monsters, and so on.

If it wasn't the first train-by-use system in a cRPG, it must have been one of the first. I don't remember any before that, but I do remember it was a major topic of discussion at the time.
 

zwanzig_zwoelf

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Train-by-use systems work nicely in limited environment, such as strength/magic advancement in King's Field bundled with usual level-ups, while the actual focus of the game is exploration.
Sure, you could grind for hours just to make these numbers go up, but it's more viable to search for a better weapon instead.

If I had to deal with it, I'd probably track the primary skills the player is using and add +1 to a very limited number of skills on level up (e.g. natural increase of familiarity with daggers if the player is focusing on them) while keeping the usual level-based system to allow better customization. Unless the player is an autist who keeps track of each jump, attack and other action, this could be a nice system.
 

laclongquan

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Train by use skill system require:

1. Scaled to level enemy. Preferably enemy's skill get scaled to level, instead of equipment. Because Morrowind Oblivion-style bandit with legendary class of armor and weapon is moronic.

2. There's a limit to train by use increase. This cap should be level-based AND limited-resource-based. Example is Silent Storm system. The level-based thing is obvious. The limited resource is not so. For example, you need to train engineering skill to disarm trap and pick lock (and or fix weapons) by consuming limited number of lockpicks. The number of lockpicks are limitedly distributed in story-based mission and random loots. You dont get unlimited resource to raise your skill. Sentinels and Hammer Sickle use another approach is that you can buy unlimited resource BUT you can gain limited money, so your buying is limited anyway.
In another class of skill: combat. You can shoot to raise your skill. And with the numerous combat, this class of skill (guns, melee) raise itself naturally and we almost has no notice of it.

3. There's a class limit to train by use. Shooters raise shooting skills easier than engineer for example, and vice versa. This define the difference between class.

4. You can spare yourself the tedious training of skill if you want. Silent storm engine allow the buying of skill increase, a so-called training. You can balance this in gameplay by manipulate the number. is it better to raise it manually, or to buy it straight out? In various considerations?

Failing any of that 4 aspect and you get a tedious game experience.

EDIT: Fix because Draq cunt-punt me like a soccer girl on the field. :ouch:
 
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DraQ

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Train by use skill system require:
1. Scaled to level enemy. Preferably enemy's skill get scaled to level, instead of equipment.
No!
The fuck is wrong with you?
Level scaling defeats the point of having any advancement system at all - why the fuck would anyone remotely fucking lucid put a system in their game whose explicit and intended purpose is solely to undermine the explicit and intended purpose of another one? Why the fuck would you choose to put time and effort implementing two system that together achieve the effect of none?
Because Morrowind bandit with legendary class of armor and weapon is moronic.
Morrowind does not have level scaled bandits. Every single bandit along with vast majority of NPCs (save for guards, vampires, dreamers and some unnamed NPCs from expansions) is a fixed, named, non-respawning, hand-placed character with similarly manually assigned loot. Of the generic, respawning characters, only some from expansions use any form of scaling, but still none has disproportionally high-grade gear, the closest would be high level assassins who may even wield daedric shortblades in some cases but they are specifically sent after high-level PC so that doesn't count any more than, say, bounty hunters from FO.

So, the question is, where the fuck have you seen a bandit with scaled high-level gear in Morrowind and what is your major malfunction?
 

Mustawd

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Train by use always seemed nonsensical to me from a realistic viewpoint. Skills are normally gained by a combination of practiced training (shooting 1M free throws by yourself) and practical real world experience (shooting free throws in a real game with 15 seconds to go).

So in reality like 85% of your time would be spent practicing on something, which is utterly boring. But I guess it does mean the "grind" is at least realistic in a way.
 

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