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Diablo
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PostPosted: Mon Sep 13, 2010 5:06 am |
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This is redic and think it might be bugged.
Me and goku where training wrestling for 3 hours and didnt gain 1 str and we are both low (im 80 hes 78) surely it shouldnt be that bad to gain str. we have trained a total off about 20 hours of wrestling and got about 10 gains
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Hemlock
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PostPosted: Mon Sep 13, 2010 7:00 am |
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Joined: Wed Oct 14, 2009 1:54 pm Posts: 767
Bot Check: GAMER
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Not a bug... you gain alot slower if you wres with another player... Try a monster
_________________ Shadow Hunter [Outkastz]
Hemlock [Outkastz]
Shadow [GWAR]
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Diablo
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PostPosted: Mon Sep 13, 2010 7:04 am |
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tried that aswell, surly it shouldnt be like that because at this rate im going to gm wrestling with 81 str
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Hemlock
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PostPosted: Mon Sep 13, 2010 8:39 am |
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Joined: Wed Oct 14, 2009 1:54 pm Posts: 767
Bot Check: GAMER
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on my pvm mage i made a few weeks ago i am 90 wres and 120 str. trained on scels and nothing else
_________________ Shadow Hunter [Outkastz]
Hemlock [Outkastz]
Shadow [GWAR]
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nosympathy
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PostPosted: Mon Sep 13, 2010 9:33 am |
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Joined: Tue Dec 08, 2009 8:54 pm Posts: 1206
Bot Check: GAMER
Location: Portland, OR
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Hemlock wrote:90 wres and 120 str. trained on scels and nothing else
Don't tell me that wrestling gains all the way to 120 strength now!
Once again that ruins the need for fishers and cuts out cost for str fish.....
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aleksander
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PostPosted: Mon Sep 13, 2010 10:19 am |
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Joined: Fri Dec 15, 2006 11:23 am Posts: 864
Bot Check: GAMER
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nosympathy wrote:Hemlock wrote:90 wres and 120 str. trained on scels and nothing else
Don't tell me that wrestling gains all the way to 120 strength now!
Once again that ruins the need for fishers and cuts out cost for str fish.....
Yep it does. That stat gain thing needs to be reversed...just messes with how things have always been done in regards to character builds and on top of it it ruins a fisherman's business.
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nosympathy
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PostPosted: Mon Sep 13, 2010 10:39 am |
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Joined: Tue Dec 08, 2009 8:54 pm Posts: 1206
Bot Check: GAMER
Location: Portland, OR
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aleksander wrote:ruins a fisherman's business.
Precisely! Now the only thing fishers looks forward to selling now are FFF.
Last time I checked FFF haven't always yielded as much profit as str, dex or int fish have.
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chips LL
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PostPosted: Mon Sep 13, 2010 10:47 am |
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Joined: Mon Mar 12, 2007 6:50 pm Posts: 5732
Bot Check: GAMER
Yahoo Messenger: chipsll
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ya i dont even sell FFF because its not worth the sorting,
now i log on chips only to mix pots lmao
_________________ king of the run on sentence.
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nosympathy
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PostPosted: Mon Sep 13, 2010 10:49 am |
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Joined: Tue Dec 08, 2009 8:54 pm Posts: 1206
Bot Check: GAMER
Location: Portland, OR
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I understand Bob is trying to make this game fun and easier for people, but there is a limit.
Hopefully it shouldn't be too much of a problem for Bob to revert this back to original standings 
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Wizard_of_Gore
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PostPosted: Tue Sep 14, 2010 4:32 pm |
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Joined: Sat Dec 18, 2004 8:02 am Posts: 2592
Bot Check: GAMER
Website: http://jizaboz.com
Location: USA
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I noticed recently I'm gaining strength past 100 apparently through swordsmanship. This I can agree with. However, I can understand the complaint with unwanted or illogical skill gains. To make everyone happy, I would propose the following:
- ALL weapon combat-classes may gain at least and preferably slightly past 100
- ALL weapons per combat-class should have its own STR gain rate.
- The degree and speed of STR gain per combat-type class should be from lowest to highest: Archery, Fencing, Swordsmanship, Mace-Fighting, and finally wrestling.
- Then the code could be broken down further, for each weapon of each class. For example, Fencing class.. a kryss should not raise STR above a certain number < or = to 100. A full size pitchfork though, which is more cumbersome to yield may raise STR up to or slightly beyond 100. A katana takes far less STR to wield than a viking sword! And so on for each weapon per each class. These are of course rough numbers, but hopefully you see where I am going with this.
I understand this would be a pain to code, mostly due to time consumption for the developer, but I think it could work.
What do you think?
_________________ Ultima avatar: The Famed JIZABOZ,GWAR Guildmeister
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nosympathy
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PostPosted: Tue Sep 14, 2010 6:00 pm |
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Joined: Tue Dec 08, 2009 8:54 pm Posts: 1206
Bot Check: GAMER
Location: Portland, OR
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I really think that all gains need to be put back to where it was in t3a and the beginning of t4a.
I don't like the fact that everything has been changed to gain 20% more in both int, dex, and str.
Fishers are pretty much useless now if you think about it carefully. I gained 125 dex with fencing, and if you think about it carefully, I honestly don't need dex fish anymore. What's the point in having a fisher now if you can gain past 100 in both int, dex, and str depending on what your using to train?
Can you please change this back to what it was before Bob, please 
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aleksander
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PostPosted: Tue Sep 14, 2010 6:35 pm |
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Joined: Fri Dec 15, 2006 11:23 am Posts: 864
Bot Check: GAMER
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Wizard_of_Gore wrote:I noticed recently I'm gaining strength past 100 apparently through swordsmanship. This I can agree with. However, I can understand the complaint with unwanted or illogical skill gains. To make everyone happy, I would propose the following:
- ALL weapon combat-classes may gain at least and preferably slightly past 100
- ALL weapons per combat-class should have its own STR gain rate.
- The degree and speed of STR gain per combat-type class should be from lowest to highest: Archery, Fencing, Swordsmanship, Mace-Fighting, and finally wrestling.
- Then the code could be broken down further, for each weapon of each class. For example, Fencing class.. a kryss should not raise STR above a certain number < or = to 100. A full size pitchfork though, which is more cumbersome to yield may raise STR up to or slightly beyond 100. A katana takes far less STR to wield than a viking sword! And so on for each weapon per each class. These are of course rough numbers, but hopefully you see where I am going with this.
I understand this would be a pain to code, mostly due to time consumption for the developer, but I think it could work.
What do you think?
I disagree. Too much messing around etc. Just return it to the way it was. What I hope to see soon is the new crafting patch.
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