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 Post subject: I see a problem....
PostPosted: Sun Nov 09, 2008 11:10 pm 

Joined: Tue Aug 07, 2007 10:25 am
Posts: 67
Location: Florida, U.S.
The way anatomy is should be changed to how it was, where we had control over it. I hunted for a while today and I was not too close to my skill cap even with vet points, and when I check 1 hour later all my skills got screwed up once again. I don't see the point of having anatomy to be this way, you are making Anatomy fff to be even more important than wrestling fff was, at least we kinda of have a way to control wrestling gains by wearing a weapon. Most players would not want to have anatomy since it can be replaced by a more important skill. All my gm skills went all the way to 98 and I have to be constantly checking for not overcapping because of anatomy. Yes I can manage to buy 1 or 2 fff to relieve the problem, but there are other players looking to buy them as well and there won't be just enough for everyone to buy because of the constant anatomy gains. Then, what happens when I don't find that fisherman who sells those fff? I'm supposed to just bank sit, not being able to go hunt or fight because I'm 0.1 gain away of getting overcapped? It might take days to find these fff, that won't be cheap as the rest because of their high demand.
Players please read this carefully and give your feedback, so staff can decide on what to do based on the majority's choice.
Dyna


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PostPosted: Sun Nov 09, 2008 11:17 pm 

Joined: Sat Oct 28, 2006 8:33 pm
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yeah dude its making the economy suffer defintaley, i've been in that situation where i cant use my main char for like a week or 2 for fear of overcapping. =/


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PostPosted: Mon Nov 10, 2008 1:28 am 
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Yea i dont like the anatomy gaining while fighitng :(

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PostPosted: Fri Nov 14, 2008 3:28 pm 
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All this is doing is making it so you have to eventually be gm anat which i don't think fits with most ppls builds. I know i will cap o my warrior, my pvp and my pvm eventually because i dont have room for the extra anat gains.


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PostPosted: Sat Nov 15, 2008 8:23 am 
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on my old warrior i was 60 ant not a gain higher than it. And the reason is cause i coulded get it any higher cause of skill cap. Its stupid to do like this it was perfect the way it was.

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PostPosted: Sun Nov 16, 2008 8:47 pm 
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Funny how when there's a discussion on the topic everyone says "do this", then when it's done all you hear is "whine bitch moan i didn't want this, this sucks, put it back the old way".

You all really need to pay attention to shit more, and voice your opinions when shit gets discussed the first time, rather than waiting till after the work's already done.

That being said, lets hear everyone else's response. There was massive support first time around, so who still likes the change, who doesn't. Post whether you agree or disagree, or even are neutral. Lets hear it.


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PostPosted: Mon Nov 17, 2008 5:47 am 

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I don't even remember this being discussed. I just remember it was one of those things that just happened no matter if we liked it or not...

Maybe I missed the thread it was first discussed in? Dunno..


But anyways... auto anatomy gains= do not want.

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PostPosted: Mon Nov 17, 2008 9:11 am 
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502Dude wrote:I don't even remember this being discussed. I just remember it was one of those things that just happened no matter if we liked it or not...

Maybe I missed the thread it was first discussed in? Dunno..


But anyways... auto anatomy gains= do not want.

Same thing i was going to post!

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PostPosted: Mon Nov 17, 2008 9:49 am 
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If I have time later tonight i'll dig it out of the old suggestions forum.
It wasn't a staff started discussion, as most suggestions aren't. Nor did staff participate, if i recall correctly.
*fizzle*

ok, bad joke, but worth a shot.

Anyway, staff do read the suggestions forum, and do depend on players to bother reading and discussing htem as well, because staff aren't going to pretend to read minds. They'll do the best they can to gauge the possible reactions, but if no one ever says anything it gives a bad impression.

That being said, yes, please everyone bother reading suggestions people make, and giving your input on them. The suggestions forum is a forum for a reason, if we just wanted ideas without the other players reading/discussing them, we'd just make it a submission form and a wishlist.


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PostPosted: Mon Nov 17, 2008 1:45 pm 

Joined: Tue Aug 07, 2007 10:25 am
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Location: Florida, U.S.
Another point to touch on is that we are limited to a skill cap. By having this automatic anatomy gain is forcing players to get so anoyed to the point where we will decide to just let the character be gm anatomy and sacrifice a more useful gm skill for it , which will have a great impact on pvp characters.
Honestly, I never saw the discussion regarding the anatomy topic before this was changed to the way it is. Being the case where people wanted anatomy this way(I don't think many) made them not realize what the outcome would be after being implemented. That is why I'm bringing this for discussion, it is a problem players realize when they face it in game.

GMbob we all know you have worked hard for the shard and still are and we really appreciate it. But, because something is implemented in a new way does not mean it will always be the best option and this sometimes needs to be changed back and forth until we get it right.
Regards


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PostPosted: Mon Nov 17, 2008 2:46 pm 
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I have no problem with that dynamite, which is why i was saying lets hear everyone's thoughts on it now. I have no problem changing things back to how it was with anatomy.

However:

I wanted to take this time to point out that everyone needs to be reading the bugs/suggestions forum and participating in it, or you pretty much forfeit most of your right to complain if a change is made that you don't like. The forums are there for player discussion to get their voices heard and ideas out there and thought about. Staff do read them.

With that said, it sounds quite a bit like the situation before -stat potions were implemented. People kept suggesting that the stat gains for skills be altered, rather than improve the methods people have for controlling it. So also up for consideration, which has been suggested before and was going to come up on next discussion round anyway, was adjustments to FFF. Proposed ideas include but are not limited to: stackable, making them generic (fish 1 FFF, pick the skill it drops), reduce skill amount that is reduced, increase skill amount that is reduced, etc etc.

Anyway lets keep up the discussion, and i do want to hear people from both sides. I know of at least 2 by name who posted in the suggestions topic that haven't posted yet, so if you do see reasons to keep the system, say them, same with reasons not to keep it that haven't been heard, or even just an "I agree with xxxxx"


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PostPosted: Mon Nov 17, 2008 3:51 pm 

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I would suggest stackable fff. However I would not suggest one fff that gives a choice of skill to drop. This would make all fish the same value. I believe having ones that are more rare is kindof fun. Getting a wrestling fff every now and then is exciting...yeah I need a life. But yeah, if I have 45 provocation fff, it would be good if they stacked to save storage space and save time with the sorting of the fff.

As for anatomy...I would suggest gains only in curing and healing actions. These actions would increase knowledge of anatomy in a rpg point of view. Fighting should not garner anat gains imo though. Perhaps make them a bit rarer too.

Thanks! :D
******EDIT***********
Another suggestion would be that anatomy gains can happen by healing or curing up until a certain point...maybe 50 or 60%. After that it requires training. Since chances are that people will afk macro it, make anatomy much harder to gain and it may only be gained by using the anatomy skill from the menu.


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PostPosted: Tue Nov 18, 2008 10:29 am 
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a question about the odd random gains.....do we still get smarter by whacking people upside the head? cause that never made much sense to me to be honest.

it kinda makes sense to gain anat by fighting since you are using the body and could gain knowledge about where the most "vulnerable spots" are. in theory but it would be very difficult to become a doctor in this manner so maybe make the gains this way very difficult and like alek said maybe cap it at 50.

stackable fff are a great idea and I am still for the generic fff, the price won't really be an issue since it will be adjusted to become more of an average, probably leaning more towards the wrestling side of things since those are the ones that are in high demand. but it will hurt the players who simply need to get rid of those skills that you just get automatically when you create a new character. but it would help those of us out who are sitting on a bunch of useless inventory!

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PostPosted: Tue Nov 18, 2008 12:29 pm 

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And we would continue to hold all the useless inventory, unless of course staff wanted to trade your old fff for new fff, which I doubt would happen. Either or script something where the current fff would act the same way as the proposed new ones.
Still in favour of the stackable individually IDd fish. The new fish would probably go for about 1k at most.
But really, the biggest issue would be what happens to the old fish...I would want replacements with new ones for every fish I have. Perhaps create a barrel that when you drop an old fff in, it drops a new one in your bank or in your pack. This would save staff the time from having to inventory fish and trade them.


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PostPosted: Tue Nov 18, 2008 2:38 pm 
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i like the barrel idea,,,
but the anat gains at random are kinda stupid LOL

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