Skill learning system revamp please!
issueid=2565 12-01-2017 01:35 AM
DarkShado
Skill learning system revamp please!
Skill learning system revamp please!

Ok I really think you need to rework the "inspiration" system for learning new skills

I have an architect which is just about 90 now and has learned very few of the total
number of recipes.

My architecture skill is at like I said pretty high it is 87.36

Intelligence is 67.3
Architecture 87.36

My intelligence is ok as well but recipes are not inspiring. I can make
hundreds of items and get nothing. I can sit there and grind on an architect
item and build it and then take it apart again and I won't inspire anything.

Basically I go out and scavenge and all I get is the same low level junk recipes
and I go out and scavenge in high or extreme zones. All I get are the same low level
recipes you always get a lot of low level stuff.

As for trading for them with the mist traders but I am sorry they are way too expensive
and I can not even afford them they want thousands of dollars just for one recipe
I really think the prices need to come down to make them more affordable!!

I check the trade totems as well and people have recipes listed for thousands on there
as well. I have seen some listed for 5000 or 7500 dollars for ONE recipe so that is
out as well again there is no way I can even afford them and my 1st character which is
the architect has been around on this game since 2014 pretty much since the start.
My forum account was created back in 2012.

To be honest I may have about $1300 and I scavenge all the time and
my scavenging is high as well. so there is no way I can afford these absorbent
prices.


Now I would have reported this as bug because I do believe that it is a type of a bug
with the whole recipe system but it appears that if tickets are reported as such
they are just getting closed off as "not a bug"

I found this ticket which some one else has complained about the exact same thing I am
saying. http://www.xsyon.com/project.php?issueid=1599

It appears that there has been a lot of other discussions about this as well and
so far nothing has been done to correct it.

http://www.xsyon.com/archive/index.php/t-7003.html

https://www.xsyon.com/project.php?issueid=810


Architecture is a really bad one for this!

The whole way we learn skills needs to be revamped and made easier to obtain I am trying to
build my place right now and I can't even get something like a 16m Beam and it continues to hold
up my development. I can't build my floors that I want without it and it won't inspire and it isn't
listed on the trade totems. Another bad one to get to inspire are the gates I am trying to get the
Mason Gate as well and that won't inspire and the roofs are fairly bad as well to get some of them.

The whole idea is to allow the players to build and create in this game and this whole inspiration
system and the way we learn our skills is basically preventing that.

I am in no way a new player on this game I have been around pretty much since the start
and if I am having this hard of a time to get new recipes to inspire or to try and find them
them I am sure it is ten times harder for a brand new player that is just starting out.

At this point I am extremely frustrated with the whole skill learning system and how broken
it is.


I mean if the dev isn't going to listen to the players then why are we here? It seems like
a lot of people over the years have been screaming for changes to this system but
nothing has been done to fix it. I mean if this is how it is going to be then maybe I am
just about done with this game.

Can you please look at this and revamp it and make it affording for us to trade with the Mist
traders and as well make it so that stuff will actually inspire at higher levels please and that
higher level items will also inspire.

I have worked very hard on this character and not being able to complete a building because I am
missing parts and not being able reasonably obtain them is quite disappointing.

Thank you,
Issue Details
Issue Number 2565
Issue Type Feature
Project Suggestions
Category Unknown
Status Acknowledged
Priority 1 - Highest
Suggested Version Unknown
Implemented Version (none)
Votes for this feature 0
Votes against this feature 2
Assigned Users (none)
Tags (none)




12-01-2017 01:47 AM
Banned
For a follow up on this ticket for my architecture I have only learned 86 / 267 Schematics
and my architecture skill is at 89.73 right now.

I mean that is pretty bad considering how old this character is and how much work
I have done on architecture with this guy.

That means I have only learned about 1/3rd of the total recipes available to me
right now. (89/267) * 100 = 33.3333% of the total recipes.

12-01-2017 01:51 AM
Banned
Sorry tired made a mistake in my last post... I have learned 86 out of 267 reciepies
for architecture.

(86 / 267) * 100 = 32.20% of the total recipes available to me. That is quite depressing
considering the amount of work I have done in architecture and I can't seem to learn or
inspire any new skills.

12-05-2017 07:26 PM
The current system was set up to encourage scavenging and trade and not relying on grinding to gain recipes and it's been revised many times.

Regarding those old tickets: Two were reports of issues that were fixed a long time ago. One was a report of slow inspiration from years ago before the current system was in place. The system has been revised several times since then entirely based on player feedback.

Regarding the Mist Totem prices: These were set based on player feedback as well.

In general I've received a lot of conflicting feedback regarding this and many in game systems.

All systems including the inspiration system will be reviewed and revised once I'm done patching out all current works in progress (which focus on creatures, combat and associated features). I will rely a lot more on data gathering tools (that I didn't have in the past) for these future revisions.

Thanks

12-06-2017 05:07 AM
Banned
well I am currently a player and the prices for the mist traders are absolutely crazy and the current
system isn't encouaraging trade they are encouraging price gouging listing stuff for 5000 or
7500 dollars. That is absolutely stupid. New architecture BPs are not inspiring for me either
so I am learning nothing new and I have a high Architecture up in the 90s

I dunno where you are getting your feedback from or who you are talking to but
I am a long time player here look at my account my forum account has been
around since 2012 and my ingame account since 2014.

Can you at least make it so that architecture BPs inspire please I am getting absolutely
nothing I can't complete my building.

The mist totem prices are WAY WAY too high as well.

I strongly strand behind the revision of the way we learn our skills. The system
that is currently in place doesn't work and people get pissed off and just quit
the game.

01-12-2018 04:34 AM
Xsyon Citizen
I noted when I added bonus to totem my inspiration just stops.

01-12-2018 10:27 PM
Xsyon Citizen
If you think about it, the system does inspire trading as you must trade in order to acquire the money to purchase said Blueprints. I've also managed to scavenge quite a few blueprints, as well as schemes. I honestly like the current system in which we learn the skills and that we must trade for specifics and such. Sure the prices are high, but it's somewhat fair and fun, as it makes you strive to get those schemes and prints.

Overall, I like the current system the way it is. I can't wait for combat improvements, as one of my main problems is sometimes parrying not working.

01-14-2018 08:29 PM
Xsyon Citizen
I wonder, how many new players actually bought/purchased said Blueprints? I believe players with big amounts of cash are the one who can actually buy/purchase those Blueprints, this reminds me of monopoly.

01-15-2018 06:42 AM
Xsyon Citizen
The only way to promote trading is to remove quality from all resources/materials, this will promote both new and old players be able to buy and sell resources/materials, than final crafted item would determent quality by your crafting skill and not determent by materials.

For example: Scavenging, you have quality, quantity and rarity, remove quality and you will open opportunity for trade to all players because now skilled players can use materials gathered by new players to craft high quality items regardless who gathered those materials, of course new players will find less quantity and less rarity materials, this will promote players to invest time to skill-up said skill.

Which are the most things that are used in trade? Surly no Blueprints, but mostly materials to craft and to build, than you could still keep Blueprints expensive because players will have option to trade with materials/resources in order to make money.

01-15-2018 10:29 AM
Visitor
Quote Originally Posted by znaiika
The only way to promote trading is to remove quality from all resources/materials, this will promote both new and old players be able to buy and sell resources/materials, than final crafted item would determent quality by your crafting skill and not determent by materials.

For example: Scavenging, you have quality, quantity and rarity, remove quality and you will open opportunity for trade to all players because now skilled players can use materials gathered by new players to craft high quality items regardless who gathered those materials, of course new players will find less quantity and less rarity materials, this will promote players to invest time to skill-up said skill.

Which are the most things that are used in trade? Surly no Blueprints, but mostly materials to craft and to build, than you could still keep Blueprints expensive because players will have option to trade with materials/resources in order to make money.

I think you make a good point about quality. Perhaps resource gathering should emphasize quantity based on skill rather than quality.

I would like to also add my frustration as a player when it comes to trading. I suspect the original intent behind the current system was to force players to interact with their neighboring tribes. If the game had a higher population base of regular players this system might be more effective. Given the current state of the game, and the sparsity of active players/tribes, it makes the trade system ineffective IMO.

I think what might greatly improve this part of the game experience is if global trades could take place from ANY trade totem. Eliminate the need to traverse great distances to reach an active trade totem. A player should be able to buy from the global sales tab without the requirement of spending hours traveling the map just to buy a simple item. If you simplify the trade interaction, I think it would greatly boost the trade economy in-game. This might aid in some of the other economic problems currently in the game. Just a thought!

01-21-2018 04:32 AM
Xsyon Citizen
Quote Originally Posted by znaiika
The only way to promote trading is to remove quality from all resources/materials, this will promote both new and old players be able to buy and sell resources/materials, than final crafted item would determent quality by your crafting skill and not determent by materials.

For example: Scavenging, you have quality, quantity and rarity, remove quality and you will open opportunity for trade to all players because now skilled players can use materials gathered by new players to craft high quality items regardless who gathered those materials, of course new players will find less quantity and less rarity materials, this will promote players to invest time to skill-up said skill.

Which are the most things that are used in trade? Surly no Blueprints, but mostly materials to craft and to build, than you could still keep Blueprints expensive because players will have option to trade with materials/resources in order to make money.
As usual EVERY post by Znailka is about making the game take less effort and less time to play.
Just give it up

12-13-2020 06:27 PM
Xsyon Citizen
Quote Originally Posted by Dragonz
I think you make a good point about quality. Perhaps resource gathering should emphasize quantity based on skill rather than quality.

I would like to also add my frustration as a player when it comes to trading. I suspect the original intent behind the current system was to force players to interact with their neighboring tribes. If the game had a higher population base of regular players this system might be more effective. Given the current state of the game, and the sparsity of active players/tribes, it makes the trade system ineffective IMO.

I think what might greatly improve this part of the game experience is if global trades could take place from ANY trade totem. Eliminate the need to traverse great distances to reach an active trade totem. A player should be able to buy from the global sales tab without the requirement of spending hours traveling the map just to buy a simple item. If you simplify the trade interaction, I think it would greatly boost the trade economy in-game. This might aid in some of the other economic problems currently in the game. Just a thought!
i agree with this traveling is far to much for a new player for sure.

12-13-2020 06:28 PM
Xsyon Citizen
but i love it no matter

12-16-2020 12:15 PM
Xsyon Citizen
Quote Originally Posted by newedition04
i agree with this traveling is far to much for a new player for sure.

As a new player, you really don't even have the money to trade for the things you are talking about traveling.

I highly suggest you get a mount and make travel a breeze.
I get to any where from anywhere on the map in less than 8 mins. I do not think traveling is the issue any more. It was before mounts but now that you can travel super fast, carry a ton with a mount its not an issue at all.