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  1. #11
    Waiting to catch the Test server in an Up mood, hehe.

    - Stats are gained when performing associated skills set to Normal, Locked or Plus.
    Mentions stats, but can we assume the same applies to XP gain?

    - Locks apply to skills that are gained and balance when levelling up.
    I took this to mean that locks only apply to gaining skills by using them and that spending points in the level up panel ignores the locks and will still balance your skills. Is that correct?

  2. #12
    I like the locks, and how easy they are to use.

    Couple of things after messing around with the test server.

    4 skills + or locks = 5 high/max per pool currently on test. IMO this is way to much and should be cut down to 2 locks, which = 3 skills per pool. Why is it 5 per pool? Put 4 skills to locked or + and train a 5th. Now you have 5 skills at 100.
    We need to see what the changes to stats vs crafting building skills are, and they need to have more effect on the craft / skill IMO. If we just use this resource gathering and bonus system. I expect just about everyone to have high STR/FORT/AGI/DEX followed closely by PER. The other stuff doesnt have enough effect to warrant getting those stats high with the way that crafting and gathering is working.

    The gathering stats the way they are I like how they are split up.

    Only one change I would do is change fishing instead of using FORT use something else, like INT or PER.
    If you swapped INT in Resources with FORT in Fishing that would make more sense to me. Picking up rocks and things like that in resources would IMO be more focused on FORT than INT. While fishing IMO is more relaxing than something that requires FORT.

    The rest look great.

    I would like to see how you balance out DEX in the crafting line up, and making CHA, SPI, INT play more of a part with other skills. These last 3 stats seem to be way underused and maybe with cooking and animal taming they will play a bigger part.

    I also think giving wood resources stat bonuses of some type would help a lot with people wanting to have high SPI and CHA more. Which are likely the most underused stats in game.


    Another thing I noticed that is a skill is set to -, then you wont gain stats in that skill when using this. I dont agree with this. I think this will limit people down in how they want to build a toon. Using a system where the resource or the crafted item having a larger bonus with higher stats to promote people to want to have high stats in the skills they use is better than forcing them to have high stats in skills they use.

    Another thing I noticed which I think should be changed is that if you are not near the max pool cap, you have NO skill decay at all.

    I think there should be a minor decay just to get people used to the idea of it as they train up. Like every 10 points = 1 point of decay somewhere else. I went from around 200 points in crafting pool to 400+ points and zero decay. There should be some decay to other skills along the way.

  3. #13
    Xsyon Citizen
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    Quote Originally Posted by MrDDT View Post
    Another thing I noticed that is a skill is set to -, then you wont gain stats in that skill when using this. I dont agree with this. I think this will limit people down in how they want to build a toon. Using a system where the resource or the crafted item having a larger bonus with higher stats to promote people to want to have high stats in the skills they use is better than forcing them to have high stats in skills they use.

    Another thing I noticed which I think should be changed is that if you are not near the max pool cap, you have NO skill decay at all.

    I think there should be a minor decay just to get people used to the idea of it as they train up. Like every 10 points = 1 point of decay somewhere else. I went from around 200 points in crafting pool to 400+ points and zero decay. There should be some decay to other skills along the way.
    The idea is to have people to be able to do everything but not do everything master, right?
    If you set to no decay before 90? and then leave the rest from 90 up to decay? then that will not be so boredom to grind, otherwise it will feel too boring to play.
    In my opinion there should be a cap after which skills and status start decay if you don't want to play boring game.
    Lets say I have 90 in weapon skill then from master resources I could make an ax with +5 bonus points of extra damage and at 100 weapon skill a craftsman could make same weapon with +15 bonus to damage, from 0 to 90 you make 50000 actions, from 90 to 100 you make 100000 actions " for example", then it would be worth for craftsman to have his skill at max and at the same time I could craft my ax at skill 90, if I want to have that ax with +15 bonus? I would going to need to trade with craftsman.

    In a short, I want to be a scavenger gatherer, fisherman and hunter and later cook and taming and be able to make light armor and good enough weapon to hunt and be able to build some cover, how am I going to achieve that? with limited status and skills, I should be able to lock those statuses and skills so I wont need to grind those ever again.
    I would need strength to carry agility to run, jump, swim, dexterity to keep up running for much longer and so on.

  4. #14
    Quote Originally Posted by znaiika View Post
    The idea is to have people to be able to do everything but not do everything master, right?
    If you set to no decay before 90? and then leave the rest from 90 up to decay? then that will not be so boredom to grind, otherwise it will feel too boring to play.
    In my opinion there should be a cap after which skills and status start decay if you don't want to play boring game.
    Lets say I have 90 in weapon skill then from master resources I could make an ax with +5 bonus points of extra damage and at 100 weapon skill a craftsman could make same weapon with +15 bonus to damage, from 0 to 90 you make 50000 actions, from 90 to 100 you make 100000 actions " for example", then it would be worth for craftsman to have his skill at max and at the same time I could craft my ax at skill 90, if I want to have that ax with +15 bonus? I would going to need to trade with craftsman.

    In a short, I want to be a scavenger gatherer, fisherman and hunter and later cook and taming and be able to make light armor and good enough weapon to hunt and be able to build some cover, how am I going to achieve that? with limited status and skills, I should be able to lock those statuses and skills so I wont need to grind those ever again.
    I would need strength to carry agility to run, jump, swim, dexterity to keep up running for much longer and so on.

    Im not really sure what you are saying here, but I'm not saying there should be a lot of decay, I'm saying a little just to get people used to the idea of decay. If you are dead set 0 decay until you hit the 400ish points in a crafting pool sure, I don't think you have really reason to stand on that, you can even lower the amount of decay to 1 in 20 points of decay.

    Going from 90 = +5 no way 100 skill should yield +15. I believe that is too much, I see no reason for that either. Unless you are going to support it with other systems.

    You can scav, gather, hunt and cook at 5 skill. What does skill have to do with ab let do those or not? At 25 skill you can make any weapon in the game. If you want to lock your skills so you dont ever have to grind them again I'm ok with that. Not sure what that has to do with this topic.

    Dex has no effect on how long you can run for. Everyone wants STR, AGI and FORT the key is everyone shouldnt have to have them at high levels to play.

    IMO With the current way that AGI effects movement speed and attack speed. I see a large part of the server 90% or more having max AGI and I dont think it should be like that, your stats should be a choice and not forced on you because they are too good not too.

  5. #15
    Just wanted to say, that I really like the new skill window and that the scroll position is now fixed during skill increase!
    That saves me a lot of mouse movement and I would like to see this for all scrollable windows.

    greets,
    Tybor

  6. #16
    Might just be odd behavior because of the 50x multiplier and the skill system not knowing how to handle multiple gains at once, but I can do a couple of actions on a high level skill and there is no movement on the rest of the group, and then alter a lock and it forces an update and the skills move. Needs to be a bit more realtime in the updates.

    *edit*
    Also just noticed that Terraforming moved into Resources group, not sure how that slipped by me, hehe.

    Might it be possible to move Wainright into either Construction or Trade skiils? It is a bit more involved, using lots of parts from other skills, rather than just a base skill.

  7. #17
    Q: Why are there changes to the Skill/Stat system?
    A: To prevent players from being master in every skill and increase the value of a maxed skill. This should
    also increase player interaction by trading.

    This is the answer from myself and my personal opinion about this. I don't like that players are able to do everything on their own.

    So here is my opinion about how it should be (only skills related):
    - You should take benefit from a skill maxed at 100. Either gathering or crafting should have following quality levels:
    0 .. 33 low quality; 33 .. 66 moderate quality; 66 .. 99 high quality; 100 very high quality
    - Same for schemes. You should only be able to craft master items when you are at 100.
    - 4 locks independant of skill group is wrong (I fully agree to MrDDT suggestion)
    - points in a skill group should only allow to master 1-2 skills. Perhaps we need a regroup.
    - unused skills should decrease over time, but i think thats no problem as you already specialised in a given direction.

    About stats I like the idea from MrDDT, that they should reflect the way you are playing. If you cut down wood all the time, you should gain strength. If you hunt animals you should gain agility. And the stats should help you do the job better.

    So stats should:
    - STR: increases health, lowers encumbrance
    - FORT: helps during combat
    - AGI:reduces energy consumption
    - DEX: increases success rate
    - INT: increases amount of learnable schemes
    - PER: increases amount of scavenging, foraging
    - CHA: social, no current need in xsyon.
    - SPI: increases effect of group actions (i read somewhere about "magic")

    As with skills, there should be a max cap and you can't be best at all. As already implemented on test server the increase is much lower than for skills.

    So just my humble opinion.

    greets,
    Tybor

  8. #18
    Xsyon Citizen
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    Quote Originally Posted by MrDDT View Post
    Im not really sure what you are saying here, but I'm not saying there should be a lot of decay, I'm saying a little just to get people used to the idea of decay. If you are dead set 0 decay until you hit the 400ish points in a crafting pool sure, I don't think you have really reason to stand on that, you can even lower the amount of decay to 1 in 20 points of decay.

    Going from 90 = +5 no way 100 skill should yield +15. I believe that is too much, I see no reason for that either. Unless you are going to support it with other systems.

    You can scav, gather, hunt and cook at 5 skill. What does skill have to do with ab let do those or not? At 25 skill you can make any weapon in the game. If you want to lock your skills so you dont ever have to grind them again I'm ok with that. Not sure what that has to do with this topic.

    Dex has no effect on how long you can run for. Everyone wants STR, AGI and FORT the key is everyone shouldnt have to have them at high levels to play.

    IMO With the current way that AGI effects movement speed and attack speed. I see a large part of the server 90% or more having max AGI and I dont think it should be like that, your stats should be a choice and not forced on you because they are too good not too.
    OK, I would need these skills to be able to play my style, Logging, hunting, foraging, scavenging, resources, fishing, hunting, taming, armed, one of the weapon skills (ax/?) hiding, toolcraft, weaponcraft, one of the armor skill " don't tell me basketry is armor skill", basketry, cooking. The rest I am not interesting in.
    I would like to have carrying capacity, combat damage, combat speed, energy, health, heal rate, stamina rate, resist to damage, running, jumping, swimming, detection.
    About ten of those skills I need to lock from being decayed, the rest of them I don't wont them to decay before 90.
    How am I going to satisfy my play style?

  9. #19
    Quote Originally Posted by znaiika View Post
    OK, I would need these skills to be able to play my style, Logging, hunting, foraging, scavenging, resources, fishing, hunting, taming, armed, one of the weapon skills (ax/?) hiding, toolcraft, weaponcraft, one of the armor skill " don't tell me basketry is armor skill", basketry, cooking. The rest I am not interesting in.
    I would like to have carrying capacity, combat damage, combat speed, energy, health, heal rate, stamina rate, resist to damage, running, jumping, swimming, detection.
    About ten of those skills I need to lock from being decayed, the rest of them I don't wont them to decay before 90.
    How am I going to satisfy my play style?
    rofl...if you want to DO all of those, then your playstyle is satisfied...if you want to BE THE BEST at all of those, find a single-player game...you'll enjoy it much more...
    (I guess you could also find the game-genie code for Xsyon for god-mode...that *might* work for what you're wanting)

  10. #20
    Xsyon Citizen
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    I agree with MrDDT 4 per group (Plus or lock) seems too many - 2 per group would be something expected from a game ..

    Also I would like to see Wraincraft moved to the same group as Architecture - both heavily depend on other skills, and in my view wraincrafting is like building moveble architecture

    Firebuilding could move to Trade skills - as it is connected to cooking (I hope).

    For 1 group max 30% should be set to lock/plus - and a very low decay for leveling up would be great, as MrDDT said to make players aware of decay - it must be really low - so that it does not end up as a additional grind!
    Say for 10 grained point / 0.1 point lost - so the decay rate should depend on the total number in that skill group - and dont start with 0 but with a very low decay rate - and if you are a vet and way above the soft cap - then the decay rate would (over time) reduce you to the max level...

    The max level should depend on your weekly (or what ever period) action count - so if you are doing mainly crafting - you should be able to reach a higher max, then someone hunting/scavenging/fighting ... so fighters would also have a higher max in the combat group. And when you stop crafting/fighting for a period - the max skill points in that group would fall to a lower level - thus gaining points would decay other skills in the same group..

    Example:
    Resource group:
    Weekly actions: 200+ -> softcap at 400
    Weekly actions: 500+ -> softcap at 420
    Weekly actions: 1000+ -> softcap at 430
    Weekly actions: 1500+ -> softcap at 435 (max).

    Same for the other groups - this would mean that "power players" - so people doing alot in the game would have a slightly (~8% in the example) higher softcap - but they would loose that if then switch to a different playstyle or do less in the game.

    Not sure if Jordy would like such a system?!?

    I believe that this kind of skill system would allow people to really focus on a skill group to have a little advantage (like beeing able to hold 3 skills at 100 instead of 1-2) but they would have to really focus on one skill group, therefore be highly depended on people providing them with the produce of other skill groups (so a high-end master crafter would have to depend on a high-end master recource player).

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