View Poll Results: In Release can use all craft skills or not

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  • Yes

    87 66.41%
  • No

    44 33.59%
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  1. #1
    Quote Originally Posted by Zenmaster13 View Post
    Yes, because with skill decay, it should be very difficult to master multiple professions, however, the option should be there for the hardcore crafter. I think people are counting on the good will of other people a little too much. I would like us all to trade and share, etc., but that is not how it will work out.
    Oh! I wasn't thinking about the skill decay aspect. I'm sure that could be set up so that even a dedicated crafter would have to work insanely hard to keep all skills close to max, making it a more natural way to keep jack of all trades from being masters of all.

  2. #2
    In order to be good at specific crafts you still need to put the right points into your starting skills- giving us access to all crafts isn't going to make us the master of all crafts.

    see this simple guide i put together:

    http://www.xsyon.com/forum/showthrea...ht-craft-skill

  3. #3
    Yes- incetive solo player,freedom,sandbox
    No-Incetive trade/traveling and indirect Wilderness pvp/Teamwork

  4. #4
    Xsyon Citizen
    Join Date
    Feb 2011
    Location
    Saskatchewan
    Posts
    46
    It depends on the skill rate decay. Otherwise no. Darkfall is a perfect example. Given enough time a dedicated crafter will be a be able to most everything, even with a soft skill cap. It would be nice to have dedicated crafters of a chosen profession dotted around the world.

  5. #5
    I voted yes, but maybe i was to fast. Loot with one and hand over to your next character. But you would need two accounts.
    Ive should have voted no

  6. #6
    Basic items I do agree with... this will get any player solo or otherwise started... basic items are just that... basic, not allot of knowledge needed here. As you get to items that require more detail and a better understanding of the trade skill, these items would require you to have put some points into the skill to get it to a needed level of learning to get a successful created item.

    That's my 2 cents

  7. #7
    Quote Originally Posted by tredo View Post
    Basic items I do agree with... this will get any player solo or otherwise started... basic items are just that... basic, not allot of knowledge needed here. As you get to items that require more detail and a better understanding of the trade skill, these items would require you to have put some points into the skill to get it to a needed level of learning to get a successful created item.

    That's my 2 cents
    I also feel this is a good idea.....

  8. #8
    I agree... access to all main skills is fine. The decay just needs to be strong enough to force specialization.

  9. #9
    What you select on character creation shouldn't be a final "class" you should be able to do everything but only some at the same time this is what the skill decay system is for I would assume.

  10. #10
    Quote Originally Posted by Badaboom View Post
    It depends on the skill rate decay. Otherwise no. Darkfall is a perfect example. Given enough time a dedicated crafter will be a be able to most everything, even with a soft skill cap. It would be nice to have dedicated crafters of a chosen profession dotted around the world.
    I agree, skill decay needs to be a realistic factor.

    What sort of happened in Darkfall is people didnt see the skill system taking so long to conjure as an indicator that one should focus on a specialization rather they saw all possible skills mostly as a requirement and then QQ until the skill progression was lowered. Now in all fairness, macroing had a great deal to do with that system problem

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