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[Discussion] Skill System Changes

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Viper3X

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Seeing that the previous skill system changes thread was shot down pretty quickly, I've decided to create a new topic for a separate discussion. Don't get me wrong, I am glad that the community voiced their opinions. If they hadn't, about 5-6 of us GMs wouldn't have known that the playerbase disliked the idea. This thread will be for a discussion regarding possible changes to the current skill system, rather than a new one (which the previous thread was for). I want to involve the community as much as I can with any potential changes to the skill system, so feel free to voice your opinions. I'll add in a few quotes below that were taken from the previous thread that you -- the community -- can continue to build upon or provide your own ideas.

I'd like to see a skill system where all skills are assigned and not grinded.

-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.

I'd like to have a skill system that is good for small amounts of self sufficiency, because after all, I don't allow my characters to be identified by game mechanics, but through my own imagination.

I don't use the skill system for my character development, only to make my own chests.

If there isn't a blacksmith online, I can always improvise and make the items myself.

I'd personally love to see the whole crafting percentages removed, such as success rates and item durability depending on level.

Remember, this is for discussion purposes only. This is your chance to have your voice heard and suggestions taken into consideration. If you dislike a certain aspect of the skill system, feel free to mention it below. Have a suggestion or potential change? Share it with us!

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Would it be possible to have the skill limit removed? If we did, players would still have to rp earn the exp to get the required level. In the lives of dwarves and elves, it would be easy to master multiple skills.

Just a suggestion, great ideas guys.

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Going off of what is mentioned up thar, I would not be against the crafting percentages completely removed, but I would like to see the odds greatly improved.

more ideas to come when I think of some, more so just getting a spot in before this gets flooded

I would like to hear more about this first aid skill...As I am not quite sure about "food no longer healing you" thing, I would be for it, if say a low level would be able to slowly (lets say at the current rate food heals you) heal themselves, while a high level may heal themselves and others very effectively (your health-bar goes ludicrous speed and turns plaid).

I would be for it like that, on the other hand, I see no need for those to realy be added, as from what I have seen the community already dose a pretty decent job at RPing injury and medics.

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Would it be possible to have the skill limit removed? If we did, players would still have to rp earn the exp to get the required level. In the lives of dwarves and elves, it would be easy to master multiple skills.

Just a suggestion, great ideas guys.

Unfortunately I do not believe this is a possibility. Players would have the option to become jack-of-all-trades, and it doesn't make RP sense that someone would be able to do everything. That is my opinion, but I would personally like to see the communities' thoughts on this.

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If more skills are added we will require a higher total and wait for it... FREE SKILL RESETS.

It has already been decided that the skill limit will be raised to 300 and free stat resets will be distributed. Ender VIPs will likely have 310 total skill credits and Aether VIP 325.

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I agree if you are 100 you shouldn't fail at cook, crafting or repairing. 100 means LEGENDARY, not <You fail 7% at crafting and repairing Iron stuff>. I agree 300 is reasonable for we are adding 2 new skills. To solve the grinding problem why not give players 300? There is seriously no point of grinding. If people want to grind, let them but give people the chance to be good at the skills they want. Some people like grinding and add it to their RP. Nobody is forced to use credits, but people are forced to grind. . . not really fair IMO.

Now for the combat skills. First off people complain that Axe Mastery is very OP when it isn't. It is all about the chance to hit and chance to proc a crit. While swords can rarely be broken by an axe they can parry and counter, very defensive and has a 75% chance to hit. Wrestling? Blocks arrows like mad and is only good if wearing diamond so therefore it should stay the way it is. Axe Mastery needs to be able to hit more that 65% since the damage is based around hitting. Swords are fine and wrestling is fine.

Crafting. Oh boy another dreadful topic. I have 100 blacksmithing and I failed to repair an Iron Axe 3 times. . . ok seems legit? How bout crafting with diamond? You get crap durability when crafting it and it will most likely fail. Change it so miners get diamond ore not diamonds? You can replace the blocks and get a 100% chance to get the diamond. People have abused that and now diamonds are very abundant! What was once 75% chance to get diamonds is now 100% chance. While Blacksmiths are crafting those diamonds and failing, miners are making huge profit just abusing the glitch and selling diamonds to Blacksmiths... really unfair IMO.

Edit: A 100 miner shouldn't need 100 excavation to mine deep!

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This seems alright I suppose. Just wondering, how are healing supplies going to work? Will we use crafting tables, brewing stands, player crafting squares or what? And then, what are we going to have for healing supplies, and how are we going to make them?

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Well there should be less need for grinding to get a skill leveled up(more exp from each skill's action). The main thing I like about LoTC is that it is not mmo like with the skill system. I think since we are more role play centered, there should be no grinding involved. I also think the fail/success rate should be fixed or removed

P.S. If I can ask:If we categorize skills, will everybody lose skill credits? just read an above post

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Guest Jhonen

I like the idea of additions to the skill system such as new skills but I think it is largely OK. The thing that bothers me the most is when people complain of it being a grind because honestly it isn't. It becomes a grind when you try to set a quota of like 5 levels a day. Take it slow people and try leveling up through an apprenticeship and do it slowly like over the course of in-game years. That rant aside the one change I would make besides adding some new skills is increasing the level capacity to 300 or 350.

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Skills are too easy to level. I miss the old level system.

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A lot more exp from each skill. It's a pain to grind.

Agreed, it takes me like a whole day to get my swords from 44 to 45! And blacksmithing.... if your a 100 in a skill you shouldn't fail at making things really at all!

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Well, this might be based upon a certain "World Of Warcraft" System, but I actually think that this might not be a bad idea.

((Note, writing it as I go, any changes are good, not saying it's perfect either))

We could have, in major towns crafthalls, for lumberers, blacksmiths, etc, which in the middle ages actually happened. The people who practice the said craft could maybe have a room their, to encourage their loitering in that area.

This would actually create new congregation areas, for RP, and a place for people to easily find the said craftsmen who might be hanging out there.

To gain the skills in the craft, I have two options, both that would probably require coding, though the quests has been done on another server I play on, is a plugin and works smoothly.

So, two choices.

-Either you must bring a certain amount of a certain items to mount in level, like, 1 diamon, 2 diamonds, 3 gold, etc etc. Maybe do it by groups of 5-10, each time requiring one more of the said item, and every ten, changing that item. This would probably need alot of work, so I'm not sure.

-Or you must complete specific quests to climb in level, doing certain things, RP-based, even if it isn't something grindy, it would still have to be hard enough to allow some difficulty in for the higher leveled ones.

Ex: Lvl 99 blacksmith might need to retrieve legendary steel from the guts of a mobspawning dungeon.

Once again, it would require alot of coding, and thinking on the GM team as well as placing of NPC's etc, but I think it is a rather good idea, if I say so myself. :mrgreen:

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This might be hard to organize and we might not even have the playerbase to do it on the Aussie side.But, I will say my thoughts anyway. I was thinking...We should have the skills assigned by other people such as a trainer where you have to apprentice to him. Your rank/title should change how your skills are. Here is an example of both ideas.

Ser Paul can level up his swords and axes to level 100 because he is already a knight.

Paul's squire can level up his swords and axes to level 50 because a squire cannot be a legendary swordsman unless self-taught under some very regorous training, or a fasinating thing happened to him that made him so powerful.

The ones to give Paul and Paul's squire these limitations is someone such as King Godfrey or his master at arms which trains them and gives them 1-10 levels in a skill depending on what task or mission he has gone to. So basically someone in power, such as a GM or an Admin is able to give limitations to the people and level them up as they do tasks for them. They can also level up but not rid of their limiations by grinding but that wouldn't be as fun or RP immersive.

There is people who are self-taught so that means, these people who wish to be self-taught at wathever they want must make some sort of application for his limitations to be lowered. Explaining what he has done to make his strength go up. Paul's Squire could make one of these applications, it gets accepted by a GM and his limitations are off of him, but Paul needs to explain what has he done and how has he trained, did he read books about fighting? Train with someone else for a very long time? Joined an army and has been to several wars?

I have tought of another big problem with this, second characters. What if my second character Paul's uncle is a much less leveled man? What if he is an archer?

Well basically, this means that Paul's uncle is going to have to have been a little stronger against mobs, but his strength IC should not change.

What if I reached level 300 and I can't make my swords any higher because I was training for archery for Paul's uncle?

This could be solved by de-leveling something. Surely one of your alts has something use-less or can RP do it, or maybe you have by far too many characters, you have 300 levels. That should be enough for a lot of mastering.

EDIT: Ninja'd by Spamshock

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One idea that I know has been suggested by myself in others is to allow RPed teaching to give players skill credits. This could either work byscreening it and asking for the credits on a special subforum or having a teacher app that allows certain players to give out skill credits.

As for black smithing I believe a master smith should never totally fail. Instead some items should just not be as durable. This could be RPed Asa small mistake in the crafting process, forcing the smith to work more on the item.

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