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Patch 2.7 | Skill System 2.0

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I think a skill reset may be in order. I'm going to have to grind, which makes no RP sense, to get to where I want to be.

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You can't compare apples to oranges. A swordsman only needs to know his sword is sharp and strong, something only a smith can confirm. The swordsman only needs to know that it is well balanced and how to swing it. But archers are a different story.

Does a lumberjack know this:

What size a bow should be?

Should it be a recurve or longbow or shortbow?

What poundage is it?

Does he know how to make a recurve bow?

Making a bow isn't as simple as tying two ends of a stick together. It takes a well trained archer to know how to make a good bow, not a lumberjack who spends his life felling trees. In real life, we don't see lumberjacks running around making top notch bows. No, often times, the best bows are made by the people who -shoot- the bows. Look at one of the most regarded archery companies, Martin Archery. Was it started by a lumberjack?

Actually if you want to go in detail it takes a good Fletcher not a good archer to make bows. In the medieval ages the archers never made there bows from scratch only maintained them as bows where either bought or passed down from father to son they might pick up skill in making arrows but that was just piecing things together.

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I think a skill reset may be in order. I'm going to have to grind, which makes no RP sense, to get to where I want to be.

I agree, I believe everyone should have a skill reset, Because I built Huwel's skills around being a veteren. Knowing his way around blade and bow but has learnt to keep them both in order. So for that I gave him blacksmithing high enough to fix iron and diamond....But now its been edited its left Huwel basiclly incompetent at everything....

I believe a skill reset is in order...

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I think a skill reset may be in order. I'm going to have to grind, which makes no RP sense, to get to where I want to be.

How much change would be needed if you had already been RP-ly fitting your characters traits with the previous stats? If you had already been doing this very little grinding or altering of your stats will be required.

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My character can make a bow, he lived on his own in the wilds for a few years. He needed to be able to create a bow, to hunt. Atleast... Give us our 50 back. That may help.

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Actually if you want to go in detail it takes a good Fletcher not a good archer to make bows. In the medieval ages the archers never made there bows from scratch only maintained them as bows where either bought or passed down from father to son they might pick up skill in making arrows but that was just piecing things together.

And I can also say, a good fletcher is not a good lumberjack. In the medieval times, lumberjacks didn't make the bows.

It [usually] takes a good archer to be a good fletcher. If the king orders a bow that can penetrate thin plate armor, the fletcher would most likely have -some- experience in archery, so that he would know what realistically can and can't penetrate thin plate armor.

Edit: Martin Archery disproves your whole argument. He was a good archer before he even began feltching.

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My character can make a bow, he lived on his own in the wilds for a few years. He needed to be able to create a bow, to hunt. Atleast... Give up our 50 back. That may help.

I say we get 125 back, 50 now isnt enough to make a decent axe. (I tried making one it cost me 9 iron to get it fully repaired...)

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Personally I feel that this crosses the boundary for me between realism and a game. Having to sit around and do nothing while waiting for someone who can isn't fun and it makes me want to log off at times. The best way I can think of having both is to set it so that this part of the skills is only activated when we have 125+ players on. That way you are sure to find a blacksmith somewhere.

I was wondering that myself.

I want to say that I like the idea of needing a Blacksmith for many things. But I fear the server may not have the 24/hr population to do so. For someone in the Americas or Europe this isn't a problem (unless they are night shift). But our Australian and Asian (naming continents here) friends are going to have a hard time, especially if they play different nations/races and/or alignments.

We can see how this plays out however.

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Personally I feel that this crosses the boundary for me between realism and a game. Having to sit around and do nothing while waiting for someone who can isn't fun and it makes me want to log off at times. The best way I can think of having both is to set it so that this part of the skills is only activated when we have 125+ players on. That way you are sure to find a blacksmith somewhere.

I fear for the Asian and Australian playerbase.

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only planks, sticks and bowls need lumberjacking skill... doors, slabs, stairs, presureplates, fences, signs, trapdoors don't seem to need lumberjacking skill... that makes half the work useless to lumberjacks.

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I like this.

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Guest Jhonen

Great patch but I have 1 complaint. Please, please nerf mob damage. Spiders and Zombies do 4 damage a hit and Pigman do 7 and they are spawning in daylight. I was killed over 7 times last night and while the loss of items and minas hardly bothered me it really fractured my roleplay. Maybe make spiders and zombies do 2.5 or 3 a hit and pigmen 4 or 5. Especially when they can practically run and murder you while you don't even know they are there.

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Great patch but I have 1 complaint. Please, please nerf mob damage. Spiders and Zombies do 4 damage a hit and Pigman do 7 and they are spawning in daylight. I was killed over 7 times last night and while the loss of items and minas hardly bothered me it really fractured my roleplay. Maybe make spiders and zombies do 2.5 or 3 a hit and pigmen 4 or 5. Especially when they can practically run and murder you while you don't even know they are there.

I agree with this. I think 3 and 5 are the most appropriate damages.

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only planks, sticks and bowls need lumberjacking skill... doors, slabs, stairs, presureplates, fences, signs, trapdoors don't seem to need lumberjacking skill... that makes half the work useless to lumberjacks.

agree 100% my character could take a piece of wood and sand it down into a door, or take a couple of nails and a hinge and make a chest. For those of you who would say "wood craftsmen do that, derr!" It doesn't mean I can't make a bad one. Also, beyond the RP aspect of things, I think that this level of ... well... level requirement are unnecessary and unattractive for the server. If I had to pick one item to bring back from the woodcrafting side, it would be chests. Not being able to make chests is a bit ridiculous if you ask me.

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