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Davairus Implementor
Joined: 16 Jan 2004 Posts: 10351 Location: 0x0000
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Posted: Thu Aug 25, 2005 7:15 am Post subject: Skill training stuff |
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I'm looking for some ideas and input into what makes a training scheme more "fun". This is what you have to work with.
1) Skill points should reflect time spent AND risk taken.
2) You should not be getting fully mastered at like level 10 somehow.
3) A non-bot could benefit from new additions (think "tasks for gold" style stuff)
So yeah.. We'll see if we can come up with anything better than what we have.
Also many active skills and spells (bash/trip/disarm/hellstream/etc) pretty much mean a shit ton of tiresome spamming, especially frustrating if you make a spellcaster - so we should probably do something unique for things that require "active spam" (i.e. have to type the skill repeatedly ad nauseum).
Here are some examples of shit I am thinking we *could* eliminate the spam-skill-name from, leaving us the question of what to do with the rest of them. note that these are just a small part of a bigger depressing picture
-> fighting in monk stances improves them (instead of spamming stances)
-> prac hide/camo by staying hidden (turns into a fast healing like skill, instead of spam)
-> prac sneak by moving around in sneak (instead of spamming it) |
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Soldier
Joined: 26 Jul 2005 Posts: 258
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Posted: Thu Aug 25, 2005 8:02 am Post subject: |
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What fully mastered mine always stopped at 80 thats it. And make it so quests help skills go up faster. |
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Trillian
Joined: 05 Nov 2004 Posts: 324 Location: 127.0.0.1
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Posted: Thu Aug 25, 2005 9:20 am Post subject: Re: Skill training stuff |
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Davairus wrote: |
-> prac hide/camo by staying hidden (turns into a fast healing like skill, instead of spam)
-> prac sneak by moving around in sneak (instead of spamming it) |
That would've been great last night.
For spellcasters and active use skills... maybe make them more damage dependent, so as you get higher up, the skills accumulate more damage points and increase that way.. that way it's steady usage instead of random chance.
So for instance.. an invoker with flame arrow at level 17.
Invoker's flame arrow MUTILATES a dryad. (Mutilates = +3 pts.) Have multiplier bonus' occur every so often. (.5% chance ??). And have lost concentration equal negative points so that it's still possilbe to train spells from 1 prac.. but just very, very difficult. The same system could possibly apply for skills. This way, gaining skills increases through fighting, plus this means ranking off of 100 xp mobs is actually semi productive.. |
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Kablamo
Joined: 18 Mar 2004 Posts: 108
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Posted: Thu Aug 25, 2005 12:58 pm Post subject: |
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With the current system of skill training, will my skills go up noticably faster if your fighting something obove your rank such as "You are no Match for". Also do skills go up faster when your fighting another player compared to a mob? |
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