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Skill Improvements

Posted: Mon Feb 22, 2016 10:59 pm
by DaHobbit
One of the biggest things for an RPG'er is stats. We like to watch our XP go up. We like to see our levels go up. We like new gear. All of that means our stats go up. It seems we have made great improvements over the last three years in so many aspects of the game. It was great three years ago when I first started, and it's even better now. So thank you, Creator, for listening to all of us.

One thing I believe we can all agree on is that we hate to max out on stats. We don't want to be limited to a certain range of levels or stats. Once we reach that max, what's the point? But if there is another level, another stat point, etc to be obtained, we will work as much as it takes to get it.

That is the reason I believe our current Skills needs improvement. It seems the crafting skill is the only one that continues to improve. However, all of the other skills max out at 6. Sure the level increases, but the actual skill (working speed) stops to increase at 6. So, what's the point in trying to gain level 7? 8? etc I propose that the skills continue to improve beyond level 6. If the speed becomes too fast in the higher levels, maybe level 7 could reduce time by 4 seconds, level 8 by 3 seconds, 9 by 2 seconds, and all other levels by 1 second each. Maybe some adjustment should be done in the first 6 levels to allow for the higher levels to allow the player to gain working speed? Should the speed become too great, maybe the skill level should max out, but it should say maxed out instead of allowing the user to gain worthless skill levels.

Re: Skill Improvements

Posted: Tue Feb 23, 2016 7:30 am
by kromelg
+1
I completely agree.
I add that new tools (with speed 2 and 3) are useless for players, who have skills lvl 6+.
Thats ruefully. :cry:

Re: Skill Improvements

Posted: Tue Feb 23, 2016 9:01 am
by ardesia
+1

Re: Skill Improvements

Posted: Tue Feb 23, 2016 5:38 pm
by kollex
I support this. Also, how about we call them 'trades' instead of 'skills' to avoid confusion with class skills?

Atm, first 6 levels give 42 seconds off, but it is effectively 40, because of the limit.
I suggest this progression :
1 - 9
2 - 8
3 - 7
4 - 6
5 - 5
6 - 4
7 - 3
8 - 2
9 - 1
... - 1
First 6 levels will give roughly the same result : 39 seconds off.
Also, use of tools would be better included into this 'ladder', having regular pick/axe/rod adding 0 levels. In this case It would not make as much difference at high trade levels.
Obviously a natural limit of 1 second (1 action) is required, but I'm pretty sure it'll never be reached, having the XP needed for that grows in geometrical progression.

Re: Skill Improvements

Posted: Wed Feb 24, 2016 3:12 pm
by josh50052
is this true they max at 6 ? i didnt know can a mod or admin confirm this?

Re: Skill Improvements

Posted: Fri Feb 26, 2016 1:10 am
by DaHobbit
Wow, I just tested and there is no difference once you pass level 6 - even if you use different tools. That's right. Mithril (speed 3) doesn't change it at all. I used the Great Axe & the Mithril Axe - both registered 3:20 for chopping 10 trunks.

Re: Skill Improvements

Posted: Fri Feb 26, 2016 1:14 am
by josh50052
so why are ppl selling the tools at like 400m each lol

Re: Skill Improvements

Posted: Fri Feb 26, 2016 3:16 am
by DaHobbit
Because the stats look better :) Hopefully, this is an issue that will be fixed.

Re: Skill Improvements

Posted: Fri Feb 26, 2016 4:03 am
by blitzcraig
you know what would be great for tools? instead of increasing your skill level by 1 or 2 or whatever, they have a chance to yield 2 of whatever you're working on. for example, a level 2 pickaxe would give 2 stones instead of 1 10% of the time. A level 3 wood axe would give 2 trunks 20% of the time etc. This way, there is no diminishing returns on tools.

Re: Skill Improvements

Posted: Fri Feb 26, 2016 11:54 pm
by josh50052
yes blitzcraig maybe the lvl 3 could have a 10% chance to drop 3 ? but your definitely on the right track.