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PostPosted: Sat Aug 23, 2008 4:49 am 
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The formulas are getting adjusted, Right now they're all at a rough approximation of the old gain rate. This is only until we can work out where the new gain rates should be.

For those who care, things that we're basing gain rate off of:

Skill utility(i.e. how often you'll use it in normal gameplay when it's a finished skill. If it's a more frequently used skill, it will take more uses to gain than a rarely used skill)

Skill Production Cost ( can you make really cheap items all the way to gm, or do you have to make really expensive items for the last 10 points or whatever).

Skill use time ( how long does the skill take to use, etc).


So hopefully when all is said and done, talking about the final modifications to crafting skills, as well as the gain rates, we're hoping you'll have a system that does 3 things:

1. Gains at a rate that is respectable, meaning that people who have GM or relatively high skill have put in work and it will mean something, not a "Everyone has a gm xxxx".

2. Should be most profitable to work on through normal playing, and not feel that it is required to macro out the ass, and more often than not will not benefit from mass macroing/production.

3. Is not as completely boring as hell, which also promotes macroing. This means that certain skills are going to get a huge facelift in how they are used and what can be done with them.


As always, this is just the "big plan" for skills, so you can get a feel for how changes are going/where they are headed. Gain rate is going to get a preliminary adjustment here in the next week or two hopefully, depending on how far down my to-do list i get. It's been rather busy with fall starting up and i've been unable to do any real work for 90% of this, and maybe the next, week.


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PostPosted: Sat Aug 23, 2008 9:04 am 
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well thats "THE plan"


that means that the skills r working just like before, that i can GM carpentry making poles and dye tubs , btw did u changes some methods to crafters stuffs ?

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PostPosted: Sat Aug 23, 2008 9:48 am 
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ya bob but be carefull because with skills like bsing you might run into a situation where only items that are used frequently, are the only items that are hard to craft for the smither if that made anysense
let me explain---
platemail gorgets are used ALOT by warriors
but at *lets just say* 40 bsing that is the only thing hard for you to craft,
but seeing as its used heavily by warriors and mages alike it won't do you any gains, so now ur crafter is stuck in a situation where u can either craft gorgets or daggers (the 2 best options at the stage, (not really just giving an example)). daggers take 10 bsing to craft so they won't get u gains, and gorgets won't get u any gains because there to commonly used, now ur stuck in a place that won't keep your interest due to lack of skill gain and lack of new things to craft

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PostPosted: Sat Aug 23, 2008 10:43 am 
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right u need to be careful cus some skills dont need to craft the hard item to gain well that should be

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PostPosted: Mon Aug 25, 2008 8:59 pm 

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Yeah i think gains are broken too, but only in some things. Like every wep skill for example, hours and hours of training fencing for like 3-4 gains? Even if its not broken you should tweak it some.
Also i whipped on a bow at 0.0% and used that for like 30 mins and got 1 gain...


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PostPosted: Mon Aug 25, 2008 9:45 pm 
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so we cant train right now cus the Skill gain is wacko too?

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Obsidian Characters:
Iori Yagami - The Old Fisher Of Obsidian
Yashiro - From Old School
Saga - Golden Wizard
Orochi - The Vamp Stoned
The Sorrow - In The Darkness were he belong
[ Merovingian's Dynasty ]

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