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PostPosted: Tue Nov 18, 2008 8:17 pm 
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dont care either way, but obsi was the first shard id ever played that didnt have auto anatomy gains when healing or fighting, its just how it was.

the reason it is such a pain in the ass here is because unlike other shards obsi doesnt have locks and arrows. so even though i personally dont give a damn, the ones who are saying it is a problem do have a very valid point bob, fff i know have to be useful, but it is still a much bigger pain in the ass than having locks and arrows. (one reason being if you forget and overcap it will rock your world with skill loss)

not asking for locks and arrows at all, just saying that is why auto gains on skills like anatomy arent a problem on other shards. and could be why we didnt have them before on certain skills, im sure bb knows why.

very possible i have no idea what im talking about, just trying to help.

heres an idea, make anatomy gain the old way, but make gm anatomy a lot better than 60.

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PostPosted: Tue Nov 18, 2008 9:19 pm 

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A simple way to fix this that would help overcapping in general would be to have a warning. If your skill hits cap, it will give a message over your head. It will also give a message each time you log in. This way you have warning. I would also suggest having it so that you don't take the skill loss immediately. When the game checks your skillcap status and finds you are over, it will give the warning and start a timer. I would suggest a 2 hour timer. I would suggest the same for stats as well. Except perhaps a shorter period of time...maybe 1 hour.


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PostPosted: Tue Nov 18, 2008 11:03 pm 

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aleksander wrote:A simple way to fix this that would help overcapping in general would be to have a warning. If your skill hits cap, it will give a message over your head. It will also give a message each time you log in. This way you have warning. I would also suggest having it so that you don't take the skill loss immediately. When the game checks your skillcap status and finds you are over, it will give the warning and start a timer. I would suggest a 2 hour timer. I would suggest the same for stats as well. Except perhaps a shorter period of time...maybe 1 hour.
Well, a message warning would be a nice extra feature, but still won't fix the problem if anatomy is not changed. Yeah sure it will let you know that you better not keep fighting or whatever it is so you don't overcap, however you will have to stop playing with your character until you find an anatomy fff to eat, which might take days.

The problem with our systems is that we are skill capped and it is fine, but pvp characters really need that gm skill slot to use it on other more important skill rather than on anatomy and the only way to control anatomy atm is to spend most of the time eating fff so we don't overcap. I really would not care about anatomy if we were skill capped to 1000 skill points, but since this is not the case we can not have the luxury to have a skill that increases as crazy.

Again, I suggest Anatomy to be put back the old way and we are free to play around with it.
Regarding fff, I agree they should be stackable, but I don't like much the idea of setting the fish to whatever skill you wish to remove. I agree with Alexander is kinda of exciting when you catch a fish and you don't know what it will turn out to be. I would rather suggest maybe increase the % of catching fff that have higher demands, even though they won't sell at a crazy high price of even 25k as before. A decent price would still be profitable like 1 or 2k for example.


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PostPosted: Wed Nov 19, 2008 8:12 am 
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I don't think anatomy should gain while fighting on this shard. Also, we should be allowed to macro it ask long as we aren't AFK.

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PostPosted: Wed Nov 19, 2008 6:08 pm 
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anatomy need to be like the old way, guys U HAVE BETTER and more important issues to fix, dont make more big the fire

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 Post subject: Re: I see a problem....
PostPosted: Tue Dec 09, 2008 8:57 pm 
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afaik, macroing has always been allowed, so long as you're not afk or using unapproved programs.

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 Post subject: Re: I see a problem....
PostPosted: Wed Dec 10, 2008 12:37 am 
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There are a lot of odd things I see when playing, but oh well. My #1 concern atm is that vendors aren't selling forges and anvils, dammit. I also question how it is that kicking a monster's ass makes your int go up...getting tired of paying Zott for -int pots.

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 Post subject: Re: I see a problem....
PostPosted: Wed Dec 10, 2008 5:11 pm 

Joined: Sun Apr 29, 2007 7:22 am
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my $0.02

assignable fff = bad

anat gains = very bad

int gains = very bad

stackable fff = oh yeah!


**edit cause I forgot some stuff...

like Rob, anvil and forge needed

I gave a deed (prepatch) to mattster before I found out I couldn't buy more.
He can't use it. (don't work)

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 Post subject: Re: I see a problem....
PostPosted: Thu Dec 11, 2008 1:00 am 
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One more thing...why is it that when someone mentions a problem, or the ineffectiveness of something, someone from staff gets all defensive? Sure, someone more than likely suggested an automatic anat gain, but instead of getting all defensive, why not say "ok...we tried it because someone suggested doing it that way, popular opinion is that it sucks, so we'll look into changing it"? It's a lot easier to try that than say "Well some of you guys wanted it that way, so deal with it"...so to speak. That sort of defensive attitude makes people not want to play here.
Also, no matter what anyone suggests or what steps staff takes to improve this shard, there's always going to be someone out there who is going to bitch that it isn't fair to them or that it doesn't work - that's life. My only complaints truthfully are that you can't buy forges or anvils, and the bag labelling system isn't working. The anat gains at random intrigue me...but fishermen will make an assload of money off of anatomy fff :)

P.S., I'm just glad I have this shard to play on, allbeit usually by myself lol.

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 Post subject: Re: I see a problem....
PostPosted: Thu Dec 11, 2008 7:36 am 
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Basically my problem with it is like i said. Anyone on this shard who's char is complete, or close to it has worked very hard designing their char build, and training the skills they wanted on them. We already have enough trouble keeping other unwanted gains such as wrestling or resist on our crafters etc. To have auto gains and to have them gain while fighting on a fighting char just makes it far to hard to maintain our chars build.


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 Post subject: Re: I see a problem....
PostPosted: Thu Dec 11, 2008 11:39 pm 
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Staff isn't defensive, just annoyed that people don't discuss things the first time. :)

That being said, current system is going away. A few people mentioned keeping the automatic gains to 50, does everyone think that's ok still?
I ask because i hear a lot of people mentioning the 60 to 100 skill, not so much the 0 -20 skill.

Also being put forth is an anatomy specific skill lock. I am seriously doubtful this idea will pass broadband but let's hear that as well.

So refocused topic:
Say whether you agree with each idea or not. That way if one gets popular vote but ends up not making it, we can move to the others.


Ideas:

Complete removal, return to oldsystem
Remove automatic gains past 50%
Allow players to set the max they want to gain to and it'll stop.
Or any other idea you have that you think people will get behind.


And yes, macroing is allowed, just if a skill requires macroing, then it's done wrong and there should be a better way to gain it that isn't as boring.


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 Post subject: Re: I see a problem....
PostPosted: Fri Dec 12, 2008 11:00 am 

Joined: Tue Aug 07, 2007 10:25 am
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GMBob wrote:Staff isn't defensive, just annoyed that people don't discuss things the first time. :)

So refocused topic:
Say whether you agree with each idea or not. That way if one gets popular vote but ends up not making it, we can move to the others.


Ideas:

Complete removal, return to oldsystem
Remove automatic gains past 50%
Allow players to set the max they want to gain to and it'll stop.
Or any other idea you have that you think people will get behind.
.
I go with:
Complete removal, return to oldsystem (no automatic gains at all from 0 to 100)


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 Post subject: Re: I see a problem....
PostPosted: Fri Dec 12, 2008 1:08 pm 
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I agree with Dyna on this one, if you want anat you can macro it the old way and if not you don't have to have it.


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 Post subject: Re: I see a problem....
PostPosted: Fri Dec 12, 2008 4:19 pm 
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again i dont care but it seems to me that gm anatomy is really good for healing and the only downside is that it takes up cap room. so it should be harder to gain something that is so good anyway.

so taking out gains when not using the skill gem seems like the right thing to do. that way people who dont want it dont have to worry about their cap, and people who do want it will have to make an effort to train it up.

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 Post subject: Re: I see a problem....
PostPosted: Thu Dec 18, 2008 10:20 am 
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Some things should we looked at a second and a third time....

Dyna SUCKSSSS!!!

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