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[Poll] Skill System

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Viper3X

  

67 members have voted

  1. 1. Would you like to see these changes implemented?

    • Yes
      21
    • No
      46


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Greetings Asulon,

I would like your opinions on some of the following changes to the skill system. We have categorized a few of the skills into main branches, which will (hopefully) be a compromise with many of our community members who disliked numerous changes we made in the recent past, or a new path for those who would like to see this idea implemented.

If you would like to see these changes implemented or a slight variation made to the list below, vote "Yes" in the poll above. If you are against this idea and would prefer that we kept to our current system, vote "No". We could have, of course, made the choice ourselves without consulting the community first, but I would prefer if we learned from our past mistakes and try to involve the playerbase with our final decision more than we have previously. Without further ado, here is the list of changes that could possibly be made to the skill system.

  • -Mining, Excavation, and Lumberjacking would be combined into a 'Gathering' skill
  • -Swordsmanship, Axe Mastery, and Archery would be merged into a 'Combat' skill
  • -Cooking, Farming, and Fishing would be one skill such as 'Harvesting' or 'Food'
  • -Blacksmithing, Wrestling, and the crafting segment of Lumberjacking (wooden items, etc) would be 'Crafting' or something similar

Remember, these can and will likely be changed depending on the feedback received from the community. I threw Wrestling in there with Crafting simply to balance it out, but it may be moved/removed, it's not up to me, it's up to you guys. Feel free to make your own suggestions and categories as well. Additionally, I was thinking around 100 skill credits total would be available for players to distribute into these 4 groups. Share your thoughts below!

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Why put the skills in groups? I do not get it. What is the advantage of having them in different groups? If you have all gathering skills you get a perk or something? Or is it just a way to organize it?

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Why put the skills in groups? I do not get it. What is the advantage of having them in different groups? If you have all gathering skills you get a perk or something? Or is it just a way to organize it?

Essentially it's removing all skills, and making the new ones - which cover everything the old things do.

e.g.

We remove swords, axes and archery - and fill the gap with "Combat".

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I think the main problem people are having with the current one is not having a skill reset every time the stats are changed, leaving them sometimes with skills that are now worthless to them.

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I am sorry ,can you give us more details about this?i mean, how is this gonna work?

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This would be the best change I've ever seen for LOTC especially in regards to the combat skills as they are.

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And what about the new skills? Stealth and Alchemy?

I wasn't aware that the playerbase new of these new skills. They haven't been fully coded yet, so I avoided adding them.

As Danny said, the previous skills will be removed and the new ones will be added, but we will merge them into one skill.

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Cooking, Fishing, and Farming, might combine together well, but I'm not sure about the idea of combining Swords, Axe Mastery, and Archery into one skill. One one hand, people can easily play several characters, mastering different weapons, and not have to go through such a hassle. On the other hand, I can predict the rise of players running around who are super-sayan masters in all fields of combat. In my opinion, the downsides out way the upsides. As for the others, I'm still thinking.

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I think the main problem people are having with the current one is not having a skill reset every time the stats are changed, leaving them sometimes with skills that are now worthless to them.

We would distribute free skill resets due to these changes, don't worry.

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Farming, Fishing, Lumberjacking, Excavation - Gathering

Swords, Axes, Archery, Wrestling - Combat

Mining, Cooking, Blacksmithing - Processing

Herbalism - own category (Herbalism)

Stealth - own category (Stealth)

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-keep it as it is, but make ~300 total skill credits if stealth and alchemy are added as new skills.

-At level 100 in a skill, you can't fail at making an item; for instance, you can't fail at making a chestplate if you have lvl 100 blacksmithing.

-increase experience gains for skills; combat skills, for instance - killing a mob should net you ~1,000 experience instead of just ~100 experience.

-every new player starts out with a few mina in their pocket, a wooden variant of the five basic tools, and maybe ~3 pieces of food to get them started.

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Essentially it's removing all skills, and making the new ones - which cover everything the old things do.

e.g.

We remove swords, axes and archery - and fill the gap with "Combat".

I do not like that. I say keep it as is.

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