Jump to content

[Discussion] Skill System Changes

 Share


Viper3X

Recommended Posts

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 -,-.

Then give us something you CAN make. I've programmed before and I understand how much of a strain it can be.

Link to post
Share on other sites

Here's my thoughts on changes I would like to the system

~ Merge excavation and mining

~ Instead of 300, bring the skill total to 325 (That would allow someone to stay a jack-of-all-trades at lvl 25)

~ If there is RP behind the reason, a GM should be able to allow a person more than the total skills to suit their character

~ Up the chances of crafting success

Link to post
Share on other sites

I agree that the total level needs to be upped to 325.

Biggest change I think is needed: LVL 100's have a higher likelihood of completing tasks.

Link to post
Share on other sites

I don't agree with the melding of combat skills. Shooting a bow is far different from wielding an axe, and you're not exactly accustomed to stabbing things if all you've wielded were blunt weapons.

Simply boost the skill limit and drop the crafting percentages. We still need restrictions because the way things are going in terms of ideas, we might as well not even have a skill system.

Link to post
Share on other sites

I'd prefer the removal of the level 100 skill limit, I'm a 100 Blacksmith and I fail at making golden blades or even repairing them, but you'd think I would continue to learn, and get better right? remove the limit on skill levels (not total but just the level 100 ) and make a system that will continue to scale down the fail chances (for crafting) and scale up the Dmg and buffs (for combat) with the new 300 limit coming soon, I'd gladly be a 100 swords, 75 archery, 125 smith.

Edit: I feel the failure chances still need to be there, or the value of the items you make depreciates. I'm also against upping the total skill limit even more (I'm very anti jack of all trades)

Even more edit: going back to my Increase the skills individual cap, If you really wanted you could add a minimal kinda jack of trades, and greatly reward people who would like to focus on one skill (maybe make level 150, or 200 the REAL Grandmaster of a skill no failure chance ect ect) for those of us who want to be say, a pure Smith. In the end we get rewarded (No failure chance thus no wasted mats) plus with the failure chance still in play (Not toned down as that would depreciate the value of items) it makes it so if people want to maximize profit they work hard at their craft to be the best.

Link to post
Share on other sites

I'd prefer the removal of the level 100 skill limit, I'm a 100 Blacksmith and I fail at making golden blades or even repairing them, but you'd think I would continue to learn, and get better right? remove the limit on skill levels (not total but just the level 100 ) and make a system that will continue to scale down the fail chances (for crafting) and scale up the Dmg and buffs (for combat) with the new 300 limit coming soon, I'd gladly be a 100 swords, 75 archery, 125 smith.

Edit: I feel the failure chances still need to be there, or the value of the items you make depreciates. I'm also against upping the total skill limit even more (I'm very anti jack of all trades)

Even more edit: going back to my Increase the skills individual cap, If you really wanted you could add a minimal kinda jack of trades, and greatly reward people who would like to focus on one skill (maybe make level 150, or 200 the REAL Grandmaster of a skill no failure chance ect ect) for those of us who want to be say, a pure Smith. In the end we get rewarded (No failure chance thus no wasted mats) plus with the failure chance still in play (Not toned down as that would depreciate the value of items) it makes it so if people want to maximize profit they work hard at their craft to be the best.

^

Do this! I fully support the above. So we can up the max and make it harder but you would be awarded as said above. I don't think it would be hard to code, and it would make trading more of a real thing, everyone attempting to get to the max levels.

Link to post
Share on other sites

Why don't we bring back racial bonuses? We should allow races to put in about 25 extra credits in certain skills (Essentially, raising the skill cap by 25 for certain races). It would stop some races from becoming masters in what they shouldn't. Anyways, here's a rough idea of what skills would be assigned to each race. (Note: As in rough idea, I mean I'm just putting down some random skills that loosely make sense)

Dwarf: Mining, Blacksmith, Axes, Excavation

Orc: Wrestling, Axes, Swords, Blacksmith

Elf: Herbalism, Stealth, Archery, Lumberjacking

Human: Cooking, Fishing, Farming, Swords (Or possibly the ability to have 10 or 15 possible extra in each skill, due to Humans being the most diverse)

A subrace subset of skills could be assigned, which would actually make a lot more sense. However, that'd be a bit more complicated/more work.

Also, if a character has enough RP reasoning to have a skill cap raised a bit, then they could present evidence and do a /modreq to get it approved and fixed. Anyways, just an idea.

Link to post
Share on other sites

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

Link to post
Share on other sites

Well, surely Vaq you could do the more simple things, such as removing percentage based success rates in crafting? It's not as if this makes any sense in RP anyways. I like the idea of completing it at different durabilities, scaling with skill and random chance. But I should never fail to repair or create an item. "Here let me see if I can forge this breastplate for you... aaaaaaaannnnd it's gone." "What?" "The materials to create the breastplate. They are gone." "How did that happen?" "These things happen sometimes."

I think if you removed the percentage success rates (but left the durability variance) and increased EXP values (of more than just combat) it would answer a lot of what players are asking for, with minimal effort on your part. I can understand how other things (like making it so new players spawn with various items) can be difficult to code, and thus undesirable for a hot fix.

Link to post
Share on other sites

Also make it so only 125 smiths can never fail.

Link to post
Share on other sites

The crafting and repairing percentages need to change. Besides that, everything's fine.

Link to post
Share on other sites

Here's my thoughts on changes I would like to the system

~ Merge excavation and mining

~ Instead of 300, bring the skill total to 325 (That would allow someone to stay a jack-of-all-trades at lvl 25)

~ If there is RP behind the reason, a GM should be able to allow a person more than the total skills to suit their character

~ Up the chances of crafting success

I disagree with this. Not many GM's will do this But im sure one will, they will just give all their buddy's a skill increase before a war then take it away after :/ Dont allow it i say FAIR FOR ALL!

Link to post
Share on other sites

I disagree with this. Not many GM's will do this But im sure one will, they will just give all their buddy's a skill increase before a war then take it away after :/ Dont allow it i say FAIR FOR ALL!

Dwarf: Tyrion! Give me 25 more axes! My dwarf has spent 2650 years training axes! He deserves those skill boosts!

Tyrion: Uh... okay then. /give 25 axes

Orc: Mogroka! I just heard a dwarf has 125 axes! My Orc has slaughtered hundreds of parents with his mighty fists! Give me 75 wrestling

Mogroka: Well that's absolutely silly, but I guess you can have the wrestling. /give 75 wrestling

Dwarf: Tyrion! I just heard that...

How it would all start. Oh how amusing that would be.

Link to post
Share on other sites

Now now, this is going to be a completely new opinion... possibly.

Everyone is talking about how leveling EXP should be easier, so people

won't have to grind to become good. Though if you'd ask me:

You don't have to grind. You just have to live long, eventually you'll get there.

That's my opinion. Start the hating!

Link to post
Share on other sites

Guest
This topic is now closed to further replies.
 Share

  • Recently Browsing   0 members

    No registered users viewing this page.



×
×
  • Create New...