Difference between revisions of "Passive Taming"
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== Difficulty and Learning Range == | == Difficulty and Learning Range == | ||
A core principle of the passive system is that **difficulty is evaluated as your skill versus the creature’s difficulty tier**. It is *not* based on your pet’s strength or the outcome of the fight. | |||
This keeps the system focused on what your character can reasonably “learn” from the situation. | |||
In general: | In general: | ||
| Line 70: | Line 72: | ||
* Far outside your learning range → reduced effectiveness | * Far outside your learning range → reduced effectiveness | ||
Scaling is smooth rather than based on hard cutoffs, which keeps the system natural and discourages artificial training setups. | |||
== Examples == | |||
The following examples illustrate how the system interprets challenge. These are not meant as training guides, but as demonstrations of how your skill interacts with creature difficulty. | |||
Assume a player with approximately **57.5 Animal Taming**: | |||
* '''Black Bear''' – Difficulty tier around 55 | |||
: Slightly below the player’s skill. Still within the learning zone, producing modest passive credit. | |||
* '''Grizzly Bear''' – Difficulty tier around 59 | |||
: Slightly above the player’s skill. A good match, providing noticeably stronger passive credit. | |||
* '''Ogre''' – MinTameSkill is 0, so difficulty is estimated from power (mid-50s) | |||
: Also in the learning zone and capable of producing meaningful passive credit. | |||
* '''Harpy''' – MinTameSkill is 0, difficulty estimated around the mid-40s | |||
: Too easy at this skill level. The system will award tiny “crumbs” of passive credit that do not meaningfully accumulate. | |||
* '''Dragon / Ogre Lord''' – Difficulty far above the player’s current level | |||
: These are outside the effective range for passive learning. Interactions award little or no usable passive credit. | |||
These examples show how the system naturally shifts your “learning targets” upward as your skill improves. Creatures that once taught you will eventually become trivial, while higher-tier creatures become newly appropriate. | |||
== Design Goals == | == Design Goals == | ||
Latest revision as of 13:11, 6 January 2026
Passive Skill Gain
Passive skill gain allows certain skills to improve naturally through meaningful play, without requiring repetitive or artificial actions. It is designed to reward real engagement while keeping progression intuitive and balanced.
Visibility
Passive skill gain operates quietly in the background.
- Players do not see internal calculations.
- Any messages showing points, chance, or banking are staff-only diagnostic output.
- Players will only notice normal skill gains occurring over time.
How Passive Gain Works
Passive gain happens in a few simple stages.
1. Meaningful actions earn passive credit
When you perform actions that are relevant to a skill—such as participating in combat, issuing appropriate pet commands, or otherwise engaging in situations that can reasonably teach the skill—the system may award passive credit.
Not all actions qualify equally. Credit is influenced by:
- Whether you are actively participating
- Whether the situation is trivial or meaningful
- Whether the action is appropriate for learning at your current skill level
Trivial or inappropriate situations yield little or no credit.
2. Credit and chance are evaluated together
Each passive opportunity is evaluated immediately using two factors:
- Raw credit – how much learning opportunity the action represents
- Chance – how appropriate that opportunity is for producing a gain
These are combined right away:
- effective credit = raw credit × chance
Only the effective portion is added to your passive bank.
Chance is not applied later—it directly determines how much credit is stored.
3. The bank accumulates progress
The bank represents accumulated effective credit toward your next gain.
- A higher bank means you are closer to a gain attempt
- The bank is not skill itself—it is stored progress
4. Skill gains consume the bank
When enough effective credit accumulates, the system performs a gain attempt.
On a successful gain:
- The skill increases normally
- The bank is consumed or reset for that gain cycle
This prevents stockpiling large amounts of progress and ensures gains occur gradually through continued play.
Difficulty and Learning Range
A core principle of the passive system is that **difficulty is evaluated as your skill versus the creature’s difficulty tier**. It is *not* based on your pet’s strength or the outcome of the fight.
This keeps the system focused on what your character can reasonably “learn” from the situation.
In general:
- Too easy → very low effectiveness
- Appropriate challenge → best results
- Far outside your learning range → reduced effectiveness
Scaling is smooth rather than based on hard cutoffs, which keeps the system natural and discourages artificial training setups.
Examples
The following examples illustrate how the system interprets challenge. These are not meant as training guides, but as demonstrations of how your skill interacts with creature difficulty.
Assume a player with approximately **57.5 Animal Taming**:
- Black Bear – Difficulty tier around 55
- Slightly below the player’s skill. Still within the learning zone, producing modest passive credit.
- Grizzly Bear – Difficulty tier around 59
- Slightly above the player’s skill. A good match, providing noticeably stronger passive credit.
- Ogre – MinTameSkill is 0, so difficulty is estimated from power (mid-50s)
- Also in the learning zone and capable of producing meaningful passive credit.
- Harpy – MinTameSkill is 0, difficulty estimated around the mid-40s
- Too easy at this skill level. The system will award tiny “crumbs” of passive credit that do not meaningfully accumulate.
- Dragon / Ogre Lord – Difficulty far above the player’s current level
- These are outside the effective range for passive learning. Interactions award little or no usable passive credit.
These examples show how the system naturally shifts your “learning targets” upward as your skill improves. Creatures that once taught you will eventually become trivial, while higher-tier creatures become newly appropriate.
Design Goals
Passive gain is designed to:
- Encourage real gameplay instead of grinding
- Reward engagement, cooperation, and survival
- Prevent trivial or automated progression
- Feel intuitive rather than mechanical
Players should not need to understand the math to benefit from the system—simply playing well in meaningful situations is enough.
Summary
Passive skill gain quietly banks scaled progress from meaningful play and converts it into normal skill gains over time. Internal calculations are hidden, and progression is tuned to reward appropriate challenge rather than repetition.