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Re: Combining skills idea (total # of Skills minimizing)
Posted: Sat Aug 24, 2013 3:36 am
by Pyrizzle
Xero wrote:One thing I'm surprised no one has mentioned is if we combine skills as suggested, there would need to be a difficulty buff on mobs
Very true. If these skills (Merchant, Magic Finder, and/or Treasure Hunter) were to be combined i think that prereqs would need to be added
Re: Combining skills idea (total # of Skills minimizing)
Posted: Sat Aug 24, 2013 3:59 am
by nyktos
Pyrizzle wrote:Xero wrote:One thing I'm surprised no one has mentioned is if we combine skills as suggested, there would need to be a difficulty buff on mobs
Very true. If these skills (Merchant, Magic Finder, and/or Treasure Hunter) were to be combined i think that prereqs would need to be added
like say, working some merchant quests...
then some exploring & excavating quests?
opening up the ability to really get the most out of your "time out & about"
Re: Combining skills idea (total # of Skills minimizing)
Posted: Sat Aug 24, 2013 4:13 am
by Pyrizzle
nyktos wrote:Pyrizzle wrote:Xero wrote:One thing I'm surprised no one has mentioned is if we combine skills as suggested, there would need to be a difficulty buff on mobs
Very true. If these skills (Merchant, Magic Finder, and/or Treasure Hunter) were to be combined i think that prereqs would need to be added
like say, working some merchant quests...
then some exploring & excavating quests?
opening up the ability to really get the most out of your "time out & about"
Hmmmm. This idea could go well with the Hunter's Guild idea that was thrown around before.
Thread:
Click me
Maybe to unlock the ability to get these skills you would have to bring them a looooong list of items from all over the world.
A potion from Mr Lodar
A Sword from Blackwater
a large # of meats
etc...
Re: Combining skills idea (total # of Skills minimizing)
Posted: Sat Aug 24, 2013 11:41 am
by Tomcat
I suggested this in the thread on Iron Gut:
Given the relative weakness of this skill and several others (TH, etc that populate the thread about combining skills), should there be half-point skills? Or alternatively, should skill points come a few at a time, with strong skills taking all of them, weak ones taking less (allowing you to take more than one at a time), and perhaps even some very powerful ones that you have to save up for?
Another option: you get one skill point per level, but the ”typical” skill takes four points. Really good ones take five or six, wimpy ones one or two....
Re: Combining skills idea (total # of Skills minimizing)
Posted: Sat Aug 24, 2013 11:53 am
by Pyrizzle
Tomcat wrote:I suggested this in the thread on Iron Gut:
Given the relative weakness of this skill and several others (TH, etc that populate the thread about combining skills), should there be half-point skills? Or alternatively, should skill points come a few at a time, with strong skills taking all of them, weak ones taking less (allowing you to take more than one at a time), and perhaps even some very powerful ones that you have to save up for?
Another option: you get one skill point per level, but the ”typical” skill takes four points. Really good ones take five or six, wimpy ones one or two....
a big
+1 from me
Re: Combining skills idea (total # of Skills minimizing)
Posted: Sat Aug 24, 2013 4:49 pm
by Xero
Xero wrote:Tomcat wrote:I suggested this in the thread on Iron Gut:
Given the relative weakness of this skill and several others (TH, etc that populate the thread about combining skills), should there be half-point skills? Or alternatively, should skill points come a few at a time, with strong skills taking all of them, weak ones taking less (allowing you to take more than one at a time), and perhaps even some very powerful ones that you have to save up for?
Another option: you get one skill point per level, but the ”typical” skill takes four points. Really good ones take five or six, wimpy ones one or two....
lady black wrote:I would be happy with them being skills if we get skill points every 2 levels instead of every four. The "high level" skills just added are virtually impossible to reach unless you start from your very first skill point and spend every one you get on the prerequisites, ignoring everything else, which very few people will be willing to do. Not with CS, IF, WA-HH-Cleave, BS, Evasion, Dodge and QL being as valuable as they can be. And some of the proposed pre-reqs for the weapons skills have even higher numbers of total skill point usage. I am level 112 now, just took Pure Blood 2, and will need six more skill points to get whichever high level skill it is that needs level 3 in each of the resistance skills. And, at that, I am lucky I already had 1 level in each of the resistances. A year from now, maybe I will have accumulated another 20,000,000XP and reach 136, and can get that skill, if I still want it by then. I am not sure that I am really going for it, but I have been wanting higher resistances, and with all those really nasty spiders, I thought I should start with the anti-venom one. I even had to eat some meat while going for the fresh animal bones for the rotworm potion.
Tomcat wrote:My .02...
I like the idea of weapon proficiencies, but I don't see the point in armor proficiencies. It seems to me that would add unnecessary complication without adding much to game play, other than giving an excuse to boost BC.
As far as implementation, I'd like to see WP kept simple for the player.
If skill points are used, I agree they should be given more often. Minimum levels and prerequisites can be added to existing skills if needed to prevent then from becoming overpowered too early, and lack of proficiency penalties could be used to encourage the use of skill points for WP early on.
If a separate system is used, then I like the idea (from Xero? But simpler) of having WP develop through use, rather than just adding some points to a weapon class you'd like to use. Track total damage done by each weapon type, and if you have enough at your next level up, you get a WP level. If you need a few more points and don't want to wait another level, delay your level up till you have more experience. A separate Proficiencies tab could display your totals, in terms of damage points towards the next WP level.
Either way, I'd like to see the number of WP categories kept small for simplicity.
Re: Combining skills idea (total # of Skills minimizing)
Posted: Sat Aug 24, 2013 6:55 pm
by Vasifan
Sarumar wrote:hmm... IMO if we combined skills we need to make gaining of skillpoints harder too.
Skills are already hard to obdain. An 100 lvl character will have 25 skills.
The feeling when you put a skillpoint should be ''yeah! now I'll show them!''
Tomcats idea seems nice.
Instead of one skill point per 4 lvls we can take 10 and give different skills, different costs.
About monsters needing to become stronger, i find it mandatory in many levels. Grinding, farming, blocking harder areas.
Also, not only individual power but synergies as well. ''Pack wolves'' fighting solo in their nest, while random dungflies trying to swarm you.
Re: Combining skills idea (total # of Skills minimizing)
Posted: Sun Aug 25, 2013 2:25 pm
by Sarumar
Antison wrote:Sarumar wrote:hmm... IMO if we combined skills we need to make gaining of skillpoints harder too.
All "skill points", or just the one that combines these skills? If you mean all, then why?
hmm just my thought about idea of compining skills... Some of those compined are a quite powerfull..
Im not a fan of compining skills, instead i like to see much more of them and change skill system a bit... IMO something like gaining "different" skillpoint, something like:
-Every fourth level you gain a skillpoint, whit this point you can raise any of yours (already opened) skill (if you meet the preguisites).
-Every odd level you gain 1 experience point. You may use this point to learn one skill level for any currently available lesser skill where you already have one skilllevel (something like, merchant, treasure hunter, iron gut, map maker, quick learner, failure mastery, any of the resistance skills, cook, internal bleeding, fracture, every weapon profiency skills, etc) if you meet the preguisities of this skill.