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 Post subject: SkillCap Calculation
PostPosted: Mon Nov 29, 2010 11:03 pm 
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Gonna go out a limb and see how you all like the following idea.

All skills below 20.0 don't get counted towards skillcap.

I figured this would alleviate some of the "skillgain creeps" people complain about.

Discuss


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 Post subject: Re: SkillCap Calculation
PostPosted: Mon Nov 29, 2010 11:13 pm 

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Personally (please don't hate me) don't like the idea all to much. Here is the reason:

Training a character and adding the skills he/she will have is a difficult process (both in choosing and maintaining) and should stay that way IMO. If we have this then people wouldn't have to worry about their skill cap until a random skill, lets say Wrestling, goes over 20.0. I always thought that the skill cap was placed so that the game will be more difficult, and adding this change will somewhat defeat that idea.

Sorry if people don't agree with me, but I personally always liked the idea of the skill cap at 680 (or 780 for races) and having to always having to be aware of whether going over or not.

Nice suggestion Bob, but not something I would like.


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 Post subject: Re: SkillCap Calculation
PostPosted: Mon Nov 29, 2010 11:34 pm 

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Would be a low blow to fishers who want to make cash off of their forgetful fish.

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 Post subject: Re: SkillCap Calculation
PostPosted: Tue Nov 30, 2010 5:43 am 
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I like it bob :D

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 Post subject: Re: SkillCap Calculation
PostPosted: Tue Nov 30, 2010 6:07 am 
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i like this idea.

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 Post subject: Re: SkillCap Calculation
PostPosted: Tue Nov 30, 2010 9:50 am 

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i do too since i get random wrestling gains all the time hunting and it sucks....


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 Post subject: Re: SkillCap Calculation
PostPosted: Tue Nov 30, 2010 11:16 am 
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Hmm.. I think "all skills below 10% don't count towards cap" would be more feasible.

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 Post subject: Re: SkillCap Calculation
PostPosted: Tue Nov 30, 2010 11:35 am 

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Agreed with Jizaboz, I was thinking maybe 10 or 5%

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 Post subject: Re: SkillCap Calculation
PostPosted: Tue Nov 30, 2010 12:21 pm 
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yeah i was thinking same thing..if you had it at 20 ppl would get a free animal slot, with lore

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 Post subject: Re: SkillCap Calculation
PostPosted: Tue Nov 30, 2010 2:02 pm 

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thnx for ur suggestion bob, but i think ppl would have some skills like 20 animal lore and wouldn't buy fff for there low skills.. and new chars won't be in need of fff to buy.
Sorry i don't like it

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 Post subject: Re: SkillCap Calculation
PostPosted: Tue Nov 30, 2010 2:57 pm 
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love the idea

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 Post subject: Re: SkillCap Calculation
PostPosted: Tue Nov 30, 2010 4:27 pm 

Joined: Sat Oct 28, 2006 8:33 pm
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I like it. But make it 10-15 not 20.


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 Post subject: Re: SkillCap Calculation
PostPosted: Tue Nov 30, 2010 7:37 pm 
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i agree with jiza make it 10 to 5 %
20 is WAY to high.. fishers would feel the effect to much... I dun even think its worth it selling FFF as is... (thus i don't) and this would just hurt fishers who actually do ...

5% is the ideal amount imo..

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 Post subject: Re: SkillCap Calculation
PostPosted: Tue Nov 30, 2010 8:44 pm 

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10% sounds great.

For those who mentioned fishers would lose money on FFF....sheesh! Gimme a break. How much money does a fisher make on FFF anyways? Almost nothing. No one buys them and no one pays enough money for them.

MY SUGGESTION: Decrease FFF drops by 1000% They drop way too often and people have thousands of them and give them away. If they are harder to get, prices go up. I realize that 56b coding makes it harder to decrease odds so much as that. Just add an event on when you taste ID the fish. Make it delete and say, 'this fish is rotten, bad luck!' or some kind of jazz.

But yeah, I got a bit off the topic but not totally I think. My points to sum up are:

-Add 10% forgiveness on skills
-Make FFF more rare
-Add something to look forward to in resource gathering actions and PV
Ming

So yeah. Good idea overall Bob. It will help people keep close to a set build without hurting fishers. imho


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 Post subject: Re: SkillCap Calculation
PostPosted: Tue Nov 30, 2010 9:41 pm 
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i like it, but i also think it should be maybe 5% or 10%

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