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[Discussion] Skill System Changes

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Viper3X

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Personally, I always thought 275 was too much. :S I mean in real life you can't just be perfect at lumberjacking and mining, you would devote your whole life to that SINGLE thing.. :I And for people who want to be 'Jack of all Trades'.. You already can.. :P Not really level 100 in EVERYTHING, but still having 50 there... 25 here.. The way the current skill system is, just makes sense.

Aaaaand that's.. My opinion.

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I hate threads like this. It's pointless, because every setup of skill system has its ups and down. Plus my GM's -glare- seem to think all these changes are as easy as waving a magical wand to code -,-.

So true...

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I agree with pud. Keep the skills as they are but allow the race benefits to make the races buffed to their special. So a dwarf legendary blacksmith hold be 25 levels better then the human blacksmith who can only go to 100 where the dwarf can go to 125

This is something I've wanted to see for a long time. Race-specific increases to the maximum level.

For example, not all dwarves are miners and blacksmiths. But pit a master dwarf smith or miner against a master human smith or miner and the dwarf would should mop the floor with them.

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This is something I've wanted to see for a long time. Race-specific increases to the maximum level.

For example, not all dwarves are miners and blacksmiths. But pit a master dwarf smith or miner against a master human smith or miner and the dwarf would should mop the floor with them.

I agree completely with Cappy, race specific skill bonuses would be awesome.

But what racial traits would the Kha get?

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I agree completely with Cappy, race specific skill bonuses would be awesome.

But what racial traits would the Kha get?

Maybe stealth when the new skill system comes out?

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After reading all of this I want to give my 2 cents. Also I'm going to talk in the world disregarding code, so some stuff might be a little extreme with code involved.

I'm actually tired of people complaining about grinding. I think it should be harder to level up. Garion is a blacksmith miner who cooks, knows archery, chops trees, excavates, and can use a sword. I've gotten mining to level 65 in about 1 week and blacksmithing I can get about 2-3 levels a day just because I'm bored. I do a lot of RP while I'm at it. I'm not really missing out on anything. All of his skills beside blacksmithing and mining are no higher than 30 and that is only lumberjack that comes close. Its because the community around him doesn't give the things he needs out so he must get them. I've used my spent points and deleveled A LOT. At one point in time he has had a point in a skill just because I've experimented or needed something.

Next I like the race bonuses, but I feel like it shouldn't make any one race superior to another, but lets a starting dwarf have blacksmith skills, while a human doesn't. These also wouldn't count towards your cap or just raise the cap and give each race a set bonus. Yes a dwarf is probably better at smithing, but if a human dedicates his life to it shouldn't he be just as good. That or many people will meta and pull the "I trained with dwarves in their forge so my cap should be raised." I know I will be the first just because I want to be the best I can.

Also I like the idea of going on a quest of sorts or doing something out of the ordinary to acquire level 100 in any skill. Like a swordsman or axe master should have to kill something like the dragon (not sure if we can actually get there RPly though). An archer should hit a target so far away or kill a certain person from a distance. A crafter would have to craft something out of the ordinary with some rare item. Even go so far as a self made sword with full RP of the creation. Nothing enchanted or anything, but an item that proves mastery and not just walking up to a crafting table. Farmers would have to grow something rare to prove that they can cultivate anything. All of these would be GM watched so no one can help them or do it for them.

I feel like we should have skills of building and speechcraft or orating. Building so not everyone can help out. Basically you can only build so high until your skill would raise. Probably a pain in the butt, but it makes so you actually have builders. Orating is more of a hail of your RPing. Not really a skill, but how GMs and important people think you RP. King Godfrey sees I'm emoting while smithing, +1.

Another thing I like is the trainers and maybe making them like quest givers. Each major city has one and say you bring a perfect iron sword you get 1 skill. You will only be able to get it once (so all coding). Yes some new guy will buy one or get it off his friend, but he won't be able to get it again. I wouldn't want to waste my minas to just get one and try to pass it for 1 level upgrade.

I feel like there was something else but I just can't think of it. Let the breakdown begin. Also remember I was talking the realm outside of coding. So if its to hard to code, don't scream at me, but let me know.

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This may have been explained somewhere else, but I can't seem to find it. What's up with stealth and herbalism or whatever, how do those work exactly?

Also, for the people who complain about grinding, maybe they could raise the amount of skill points we get at the start of a character, like we automatically get say 125 or 150 points instead of a mere 75. That way, people still have to work at the things they want to be good at, but not as much. Of course, then there might be someone starting off with 99 blacksmithing or 99 swords, but maybe some kind of limit could be applied, like you can only add up to 75 points to any one skill. Just a thought.

EDIT: Saw the stealth and herbalism things. Sound kinda eh to me, but what can you do.

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I really like the racial bonuses! Dwarves would get 25 extra in smithing, mining, and axes.

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at level 100, you should be the best of the best at that skill, meaning you don't fail, ever

No.

Why?

/addlevel blacksmithing 100

Instant perfect crafts with no role play whatsoever.

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Alright, here are my sugestions, in a sort of a list form for all skills:

Lumberjacking: It's bugged, lvl 15 up get 100% logs, as in, when failing to get the log (white log for example) the lumberjack gets an olk log instead of a plank. Chests should be like lvl 15, or less. At lvl 50 you should get 4 planks and 4 sticks, lvl 100 6 planks and 6 sticks. Lvl'ing Lumberjacking is easy.

Mining: Looks good I think. Just of course Vaq forgot to make diamond ore impossible to place. Sort of easy to lvl up, I think.

Excavation: Something happens at lvl 60 that makes the player stop receiving glowstone, but it comes back at lvl 70. Lvl'ing up is so so, as it needs a lot of shovels.

Blacksmithing: Needs a lot of work. Repair should always work, there should only be a skill lvl requirement to be able to repair. When failing to make armor you should lose one material in boots and helms, and 2 materials in chestplate and leggins. Use the weird thing that is ingame to place all the other materials in the players inventory, it should be easier to code (?) that way. High lvl's should get more smoothstone and charcoal, maybe just 50% for double at lvl 100. Pretty easy to lvl up if you have a lot of cobble.

Fishing: Don't know anythinbg about it, so can't comment.

Farming: Players have too many seeds again... I warned about this, you didn't listen... Find a use for seeds, like in making potions or something, or lower the number of seeds at lvl 100 to something like 115% or 125%... It's REALLY EASY to lvl up from lvl 20 up, really hard from lvl 15-20.

Cooking: I think this skill is really well made right now, I wouldn't change anything. And with gaining exp with bread, it's a lot easier to lvl up as well.

Axes: I can one hit someone with no armor with an iron axe... But I need like 3 hits to kill with a golden axe. 40% hit rate is very very low, raise it to 60%, and with a diamond, to 90% or something. Almost impossible to lvl up, but this seems to be fixed.

Swords: No idea, sorry.

Wrestling: No idea, sorry.

Archery: This skill made arrows very valuable, I think they sell at 20 minas each, but I would suggest 6 arrows instead of 5 at lvl 100.

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No.

Why?

/addlevel blacksmithing 100

Instant perfect crafts with no role play whatsoever.

What's the difference to the other way?

Spend days/weeks/months grinding to level 100.

Not-so-instant perfect crafts with no role-play whatsoever.

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Personally, I don't quite understand the First Aid Skill... I mean is it literally just going to be like "Damn, Going into wilderness to hunt mobs, as it's the only quick way to get Minas, oh wait, I got hit, Now I'm going to die again and loose more minas than I gain"

I don't want to be like that. Maybe have it so health regens slower? but is faster if you are healed by a first aid person.

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