Archery Blog 4 and Video Game Skill SystemsArchery Image of my bowSo, today I made another modification to my traditional recurve bow. I added a strip of beaver fur to the tips of the bow. They help dampen the noise caused by the string smacking the bow as it returns to it's original position. The string tends to slap the bow near the ends and the soft fur acts as a cushion and cut the noise down by about 50%. I used gorilla super glue to get the fur on. It dried within seconds and works great. Being quiet is very important when hunting with a bow. Bows are not always quiet. The noise they make can scare away prey. Aside from that modification, I went to the range today. It was my first time back since late July and boy did it show. I was feeling a little rusty, or at least my muscles were. The draw felt stronger than I remembered. If there's anything that I have learned since I picked up on this hobby, it is this: You must continue to practice. Failing to do will lead to withdraws on progression.Video GamesSo, I decided to compare this to video games and give some ideas and insight on features not being used, that should be used in games. Here's what I'm proposing: Skill Withdraw. As described before, when one does not perform a particular action for a long period of time, it is human nature to not be fine tuned and ready to perform at maximum output. I think characters in games that are very "skill oriented" and make use of skill building for attack output and defenses should make use of this.One does not simply use a kamehameha after a long period of neglecting the perfection of the skill. A person should always work on their skills. It's similar to the human body. You can work out and become the hulk if that is your desire. But if you were to stop working out and eating healthy, your strength would decrease and you will no longer be able to stop a flying metal whale from space dead in it's tracks with a single punch due to anger. It doesn't happen. Physics and shit.So yea, there's an idea worth implementing in a game. I'd like to see how people would use such a feature. A line of progression is never straight. It has it's up and downs. No one stays at their maximum level. You rise and fall. Persistence lifts us back up.TL;DR: racecar.