Tanwen 0 Share Posted September 16, 2011 so much math O-O Link to post Share on other sites More sharing options...
Trouvo 205 Share Posted September 16, 2011 i think the way it is is great, now we wont have tons of people trying to be mediocre at everything just so they dont have to talk to someone else, this will make it so more people have just one job, instead of ubermetagamers "yeah i mine, lumberjack, farm, blacksmith and use a sword all at level 50" Also vaq did tell you guys to enjoy getting levels easier at first til it gets fixed, learn to rp more is my opinion. def very happy our blacksmiths are already over lvl 35, and the skill i care about most for my character is level 41swordsmanship. Link to post Share on other sites More sharing options...
Availer 681 Share Posted September 16, 2011 If you think its hard then your character really doesnt deserve to be a master blacksmith. You can't be a master blacksmith in a day, it takes your character time. Imagine in two weeks time seeing the way other characters have developed, from neophyte miners turning into legendary or master miners. It's a good way to measure progression. We don't want people becoming master blacksmiths in one in-game day, it doesn't make a lot of sense. Link to post Share on other sites More sharing options...
Trouvo 205 Share Posted September 16, 2011 oh yeah so how many minas do you get voting now? and how often is that checked/updated? Link to post Share on other sites More sharing options...
MrWizzard 59 Share Posted September 16, 2011 Can someone tell me if im getting this right? It seems to me that the old way involved a exp level up that started down low but quickly increased into a steep, impossible to do incline up to over 1 million. The new way looks like a steeper incline at the beginning, but keeps a steady on without shooting straight up the chart. Link to post Share on other sites More sharing options...
Lago 2572 Share Posted September 16, 2011 If you think its hard then your character really doesnt deserve to be a master blacksmith. You can't be a master blacksmith in a day, it takes your character time. Imagine in two weeks time seeing the way other characters have developed, from neophyte miners turning into legendary or master miners. It's a good way to measure progression. We don't want people becoming master blacksmiths in one in-game day, it doesn't make a lot of sense. The problem is that if you set the skill gain rate too high, everyone masters skills with ease, if you set it too low, then people end up doing their skill all the time which means they aren't RPing and get bored with the grinding. The counterargument I usually see to this is that people don't have to grind, but if you're playing a blacksmith who can't even use iron, the RPing becomes more difficult. Also, why do we need an exponetionally increaing formula for XP? Why not just have a linear scale? Commercial RPGs have a curved system because you fight increasingly powerful opponents and gain more XP, so the curves cancel out. On LoTC, neither the difficulty nor XP reward increases as levels rise, and the things that grant more XP (like using a stronger sword) kill off enemies faster. Having a scale would also make the skill levels percentile, so it is easier to gauge how good someone is by their skill level. For example: A Level 50 would be twice as good as Level 25, not several hundred times better. I would say that, while the skills system is very good, the XP levelling has no benefits to RP that I can personally see (I am sure there are some). Why not just have people assign their 275 (or however many is thought appropriate) skill points at the start? That way, you have the benefit of specialisation, but people no longer need to level and can get on with character interaction and plotting the demise of people/guilds/cities/species/chicken armadas they don't like. Link to post Share on other sites More sharing options...
MrWizzard 59 Share Posted September 17, 2011 The problem is that if you set the skill gain rate too high, everyone masters skills with ease, if you set it too low, then people end up doing their skill all the time which means they aren't RPing and get bored with the grinding. The counterargument I usually see to this is that people don't have to grind, but if you're playing a blacksmith who can't even use iron, the RPing becomes more difficult. Also, why do we need an exponetionally increaing formula for XP? Why not just have a linear scale? Commercial RPGs have a curved system because you fight increasingly powerful opponents and gain more XP, so the curves cancel out. On LoTC, neither the difficulty nor XP reward increases as levels rise, and the things that grant more XP (like using a stronger sword) kill off enemies faster. Having a scale would also make the skill levels percentile, so it is easier to gauge how good someone is by their skill level. For example: A Level 50 would be twice as good as Level 25, not several hundred times better. I would say that, while the skills system is very good, the XP levelling has no benefits to RP that I can personally see (I am sure there are some). Why not just have people assign their 275 (or however many is thought appropriate) skill points at the start? That way, you have the benefit of specialisation, but people no longer need to level and can get on with character interaction and plotting the demise of people/guilds/cities/species/chicken armadas they don't like. Well I guess the problem would be that if you let everybody do it they would abuse it and if the plan to fight a monster the max out thier fighting skill, and if they want to take a pumpkin the found they would switch it to their farming skill. So I guess you would have to make some type of restriction. Link to post Share on other sites More sharing options...
Decks of the Black Axe 3 Share Posted September 17, 2011 It's all about balance, and I don't think we are there. The ONLY people who are going to be in control of the desirable resources are going to be the grinders, while the Role Players are going to be left trading cobble stone and stories of the good old days.... Link to post Share on other sites More sharing options...
MrWizzard 59 Share Posted September 17, 2011 Well either way you are grinding. The old way made it so you had to spend over a HUNDERED years to get to level 100. FROM LEVEL 99. This new way allows you to get it done in a few months. Link to post Share on other sites More sharing options...
Decks of the Black Axe 3 Share Posted September 17, 2011 Maverik, if you are responding to my post. Please read the entire conversation... I have said multiple times that the old was was no good. I have said this is better. I am simply saying that, in my opinion, the new system...while better... is not quite perfect, and I've given my reasons for that belief. Link to post Share on other sites More sharing options...
Lago 2572 Share Posted September 17, 2011 If you assign the skill points at the start, doing away with the leveling part, the whole issue of grinding goes away while leaving the benefits of skills. Unless having to spend months not RPing on an RP server is considered a benefit? Link to post Share on other sites More sharing options...
pi4t 6 Share Posted September 17, 2011 Do you get 100m for each site you vote on? Because if so, do you need to register or something? I only got it for the top one on the list. Link to post Share on other sites More sharing options...
Robin Drake 731 Share Posted September 17, 2011 Do you get 100m for each site you vote on? Because if so, do you need to register or something? I only got it for the top one on the list. I believe the 100 minas is only for the first vote option on the list, getting 300 minas every 24hours would be rather extreme. Link to post Share on other sites More sharing options...
Neri 3590 Share Posted September 17, 2011 I dont see why we can't just have a oblivion type skill system, where you pick 1/2 master skills (100), 3/4 Artisan skills(50-75), 5 Journeyman skills(25) and the rest at a "meh" level(10? to allow you to use stone of every tool.) At least then, you could put skills into what your character LIKES doing, rather than what you need to be self-sufficient or the most effective. Less Grinding = More RP Win/Win, right? Link to post Share on other sites More sharing options...
Robin Drake 731 Share Posted September 17, 2011 I dont see why we can't just have a oblivion type skill system, where you pick 1/2 master skills (100), 3/4 Artisan skills(50-75), 5 Journeyman skills(25) and the rest at a "meh" level(10? to allow you to use stone of every tool.) At least then, you could put skills into what your character LIKES doing, rather than what you need to be self-sufficient or the most effective. Less Grinding = More RP Win/Win, right? Hmmm you bring up a valid point. After all stone tools are most common and efficient at the value of stone. I could see this working though im not sure of its implementation. Link to post Share on other sites More sharing options...
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