I would even like to take it a step more and make rare recipes.
Meaning Luthais you are out scaven and you get "Scrappers Shears Recipe of Durability" it adds +25% durability to that tool when crafted, maybe make it take aluminum bolts plus whatever it takes. This is just an idea, but you can see how some recipes would be wanted more than others and learning the "basics" would be just that. Basic. You could do this for a ton of other types of recipes.
"Ruthless Viper Wingaxe" +10 damage.
"Welmetti Rerebrace of the Feather" 50% weight.
I can think of a ton. Just saying would be nice to give it some flare for people to specialize in.
Critical issue:
I tried it for 3 times and always the same! I log in to Test Server which works fine. I can move around, chat but when I start any action (Fell tree, Chop Large or Pickup Log)
the connection to server is lost and nothing happens.
The ping display freezes and I can't quit the game (only by closing Window manually).
UI
Very nice! I like it (only thing I can test so far).
greetz,
Tybor
The skills that learning schemes at 100 would affect most would be toolcrafting and architecture. Since tools aren't divided into groups for learning purposes, you can pretty much just spam them until you get the one you want. If they were actually divided up, either into types or classes, and would require reading a scavenged scheme or inspiration to break into a new group it would preserve some value on the scavenged schemes. I am not sure if architecture is the same way, but it doesn't seem to be limited by groups either as I've learned from pretty much all the groups without inspirations.
The armor skills are okay, as you will only learn new patterns until you fill out the sets you already have learned. Then you need an inspiration or scavenged pattern to unlock a new set.
I think the real fix will come in the future when there are so many different armor sets that we will have a hard time deciding which to drop and which to keep. Right now, even with the number of leather sets compared to the others, a lot are pretty ugly, and one offers no advantage over another (lighter, more armor, etc) and aren't really missed.
There needs to be a way to lock a skill so you cant change your stats.
It should be that if skills are set to - that it doesnt gain any stats either. The reason for this is to allow people to do things they dont want to skill and also dont want it to effect their stats. Without something like this, people will be hard pressed to solo without jacking up stats all the time.
Skills
Skill tracker working
Resource skills revised for balanced use of all stats
Terraforming moved to the resources group
Wainwright moved to the construction skill group
Schemes can be gained beyond skill 100
Unlearn based on current skill level (you can unlearn auto learn recipes if your skill has dropped)
Schemes can be gained on level up
Working skill soft cap
Skill balancing reduction after gains beyond soft cap
Action skills not soft capped
Construction not soft capped
Balanced decay on least used 4 skills
Skill decay chooses skills set to minus first (as if they had 0 recent uses)
Skill locking system
- Normal: skill can increase or decrease
- Minus: skill locked for decay only. Stats will not gain when using this
- Locked: Can’t change. Stats will gain when using this skill
- Plus: Can increase only. Stats will gain when using this skill
- 2 skills can be locked
Skill recent use count displayed as a tooltip on skill locks
Think what you've suggested is already in place...unless it's not working atm on test...
Then its not working on test when I tested it for about 15 hours. If a skill was set to - I could still gain stats.