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Thread: Stat Changes

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  1. #1
    Yep something like this, also with people like me who have 100 in all the stills, I would loss some of the skills somehow, not sure how to work that into it.

  2. #2
    Might be works with the actual action limits.

    1 Skill at 100 took lets say 5000 actions.
    10 Skill at 100 took in that case 50000 actions.

    So you have however they want to change it a total action cap at every pool based on the number of skills available there

  3. #3
    Quote Originally Posted by thunXa View Post
    Might be works with the actual action limits.

    1 Skill at 100 took lets say 5000 actions.
    10 Skill at 100 took in that case 50000 actions.

    So you have however they want to change it a total action cap at every pool based on the number of skills available there
    Right, but what I dont want to see is what we have on the test server now.

    I train up .1 in a skill and ALL my other skills drop by .1. That's not going to work.
    Also they need to fix the skills so that the most active skill used in the last few days should be the last to drop, not just the last skill used.

    If Ive been cutting logs for 30 hours straight, then I go make a saw, I scav for an 1/2 an hour to find some small metal plates, then go make a craft knife. I shouldnt lose logging skill. There wasnt much done between those jack up my logging skill training.

    It should say, ok he was doing 10000 actions of logging, 2 toolcrafting actions, and 500 scavenging actions. Toolcrafting shouldnt go up at all when making the tool even though it was the last action.

  4. #4
    Im sure this is not going to happen what they actually have on the test server
    Taking a single action and loosing another one 1-1 is fine, but not 100-1, i aggree with that, who doesnt?

  5. #5
    @thunXa: I have test today and have making foarging from 25 to 30 = 5 Points (ca. 15 Action) and simultaneously scavegning (100) lost 2,8 points to 98,2 (and not only this skill lost many points (Points in the other Skills 60-90)). And i make 15 Action for scavenging and still on 98,2. So your reckoning does not work. This lostrate ist horrible!

    @MrDDT: What if there will be a Part 2 in the skillrevision? Craftingsskillsrevison? More specialization fragmentation, just what the players are missing!

    Why can now stand on the resources at each other stats? Why can not determine Stats 2-3, which are responsible for resource?

    And if that is so, the new stats assignment. Does every Char may all his newly dispense statspoint!

    And do not come with specialization is good. Now you need 7 (dirt not including/terraforming) players to farm every resource optimally. Show me the Tribes have enough active players (and no IS, you have massive second/third etc Accounts per player). The mass is Homesteader (one Player) and this change is to break the neck of homesteader.

    Example for Homesteader: he has Scavenging on 100 and hungry -> fishing ruined the Scavenging skill order to satisfy his hunger.

    And anyone who thinks ressources trade is the panacea for this. No way! Ressources too heavy in weight and the distances too great ingame.

    And terraforming is not purely resource! It remains, it is the dead for great tribe earthworks for construction projects.

    The game simply does not have enough players and will in the foreseeable future are not enough players, to cope with this specialization fragmentation.

  6. #6
    My idea is not on the test server.. just an idea/suggestion how to fix/improve it.

    With my suggestion people must still specialize but not as hard as it is on the test server right now.

  7. #7
    For anyone who has forgot... test server is set to 25x skil change right now!

    So yeah it wouldn't take one action to lose from 100 to 99.9. However, there still is the issue of the skill loss coming from the highest skill in the pool, not the lowest.

  8. #8
    I know it has this speed.

    But with this.. try to make a skill from 90 to 100 and you will see whats wrong
    It will be a mess of months/years to have more then 1 skill at your master (for someone who has not 100 yet).

    You might dont see it because you have alot of 100s.

  9. #9
    The cap is not so low that you can't have multiple 100s before you start rebalancing skills. It depends on how many skills are in a group, probably something like 60 or 65 points per skill. Pretty sure the cap on the Actions group is 100 in all skills (4).

    Nothing was mentioned about a global cap. So say you want to put nothing into combat and go full out on crafting, I don't think thats feasible at all as you will constantly be fighting the decay within the same group. There should be some way to "shift" the balance of unused points from another unused group.

    As it is set up now, I will simply grind on my maxxed skills for xp and stat gain and use the SP gained by leveling to improve my non-100 skills.

    The more I see how it works, the more I am for a simple, known, hard cap on skills and stats, like UO. There you know you have 700 points to play with and 225 in stats. Veteran rewards allow you to go beyond those caps, 20 points over cap per year being active and +5 stats per year.

    *edit* In addition, it doesn't help that the skill and stat windows don't update correctly on a change, so when you gain or lose you don't realize that you have lost something you may want to keep.

  10. #10
    Xsyon Citizen
    Join Date
    Jan 2011
    Location
    amish paradise PA
    Posts
    506
    I don't know where to say this, since you discussing test changes in here, I as well going to point some points out.
    Durability bonus work fine, speed bonus don't work, but there is something funny about Agility, when switched to combat mode, all of a sudden Agility jumps to 100 last for some time and then go back to what it was.
    Well done with schemes, but for trading purposes, make "artisan and master schemes" scavenged only not through learning.
    When traveling long distances you loose sight of trees and structures, even though you know they exist, after re-logging all go to normal.

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